* initial changes
* Rad wave is working. now to implement the rest
* Makes the waves square
* Makes wave square
* multiplies the strength in all instances of radiation_pulse by 4 because each pulse makes one wave instead of 4 now
* Undef thing and apply suggestion
* Make radiation_pulse() not radiate the radiation source and implements contamination
* Adds contamination to uranium walls and meteors
* Fixes stuff
* Handle some contamination on attack still need to take care of meteors
* Fixed the meteor stuff
* Introduce emission types
* moves contaminate_touch to an atom proc and renames it to contaminate_atom
* deduplicates some contamination code
* Move inherent radioactivity to a component and signals from the atom vars and behaviour
* fix some things with the new component
* Update inherent_radioactivity.dm
* implement contaminating things that hit things that are inherently radioactive
* window things
* adds emission type to the rad_act call
* Changes radiation insulation values on a bunch of stuff
* fixes radioactive component radiating the wrong type
* more adjustments
* refactros rad_act
* adjustments to collector power production
* Adds plastitaniumglass windows and makes further adjustments
* Adds sprites to the shards and plastitanium directional window
* Update misc_cleanables.dm
* removes alpha rad insulation from floor turfs
* Fixes a bug with the starting tile of radiation waves
* More adjustments
* Adjusting singularity rad production
* reduces window half life a bit to make power smoother and buffs full window rad conversion
* Strengthens gamma and beta radiation effect on mobs.
* Makes radsuit block radiation completely
* Fixes Geiger Counters
* Fixes contamination not irradiating the contaminated thing
* Fixes inherent radioactivity not processing. Also makes it stop processing when a nuke core is contained
* Fixes ghost contamination
* Adds info to the collector
* Handles alpha radiation better on humans and changes some instances of rad_act to base_rad_act
* oops
* adjustments and fixes to alpha rad handling on mobs
* Make collector info more compact
* Core no longer radiates and contaminates from within the nuke until the plates are removed
* Contamination no longer counts as being inside a mob(it is supposed to be surface level)
* Adds inherent radioactivity to a bunch of uranium things. makes it all process.
* Nerf full windows
* Adjustments to collector and fulltile window radiation absorption
* Reduces passive contamination, especially while on the floor
* Adds different rad types to the geiger counter and fixes a runtime
* Makes full tile windows strong again and disallows building them on top of collectors
* adds emissive blockers to the rad blacklist and gives windows and collectors priority when irradiating for increased consistency
* Gives each contamination type it's own color.
* Gives each contamination type it's own color. And makes the rad hud display them separately
* Changes how much the radiation wave affects the source tile, adds decay for performance reasons and adjusts collector parameters as well as SM and singulo rad production
* improves performance at very high rad amounts
* Fixes supermatter sliver box not containing radiation
* Restores supermatter sliver to old behaviour(not inherently radioactive)
* Slight nerf to fulltile windows and removes an unnecessary multiplication from rad wave processing
* Removes redundant line from window rad act
* Fixes radiation waves ignoring walls
* fixes it better
* more adjustments to collector stats
* Adjustment to collector gamma absorption
* increases grille beta blocking
* Review changes
* kills off heaps
* turf reservations
* lazy loading map templates
* atmos + a comment
* port LISTASSERTLEN and rename a proc
* CI happy
* yes
* oops
* removes blocks air and adds comments
* Update oldstation.dmm
* Update oldstation.dmm
* Fixing some minor typos for cyborg upgrade flavour text
Throws in some missing apostrophes, capitalisation, and the letter "s."
* Briefcase Full of Cash buff
Increases the amount of cash in the Syndicate Briefcase Full of Cash from 600 Cr to 1000 Cr
* Reverts double-feature PR
* Reverts a broken revert
* Reverting again because Ebba told me to
* And reverting yet again
* Update robot_upgrades.dm
* Update oldstation.dmm
* Update oldstation.dmm
* Machines
* it works
* Fixing some minor typos for cyborg upgrade flavour text
Throws in some missing apostrophes, capitalisation, and the letter "s."
* Briefcase Full of Cash buff
Increases the amount of cash in the Syndicate Briefcase Full of Cash from 600 Cr to 1000 Cr
* Reverts double-feature PR
* Reverts a broken revert
* Reverting again because Ebba told me to
* And reverting yet again
* Update robot_upgrades.dm
* Update oldstation.dmm
* Update oldstation.dmm
* Update oldstation.dmm
* Update oldstation.dmm
* CI
* CI (again)
* Adds diamonds (from minecraft)
* Wow that's a lot of mould, that stuff can't be good for you...
* Remove diamond, add more ore rock
* Very minor polish
Adds missing firelocks, removes an unwanted access helper, adds a floor clutter decal.
* Update oldstation.dmm
* Update oldstation.dmm
* Update oldstation.dmm
* Update oldstation.dmm
* Update oldstation.dmm
* Scatter depot loot to the solar winds.
* make zoo spawners guaranteed
* INFINITY also used for spawn_all_loot, whoops
* move abandoned sec shuttle spawner to locked crate
* Can't use spawn_all_loot and nested lists together
* Reduce pixel offset on mech transport spawn scatter
* set updatepaths script number
* incorporate changes from #27398 and remove old spawners
* some numbers tweaking
* pct -> %
* move briefcase from common to rare for ruins
* lower loot budget from 1800 -> 1700
* Port /tg/ move manager, drift and jetpack components.
* don't add go through newtonian movement if not moved to a turf
* various cleans for blood drifts and mob speed
* fix slow meteors
* why on fuck's earth aren't speedbikes vehicles
* style lint
* also wtf
* okay i'm an idiot
* fix meaty ore speed and blood decal double stepping
* fix not unbuckling pulled object occupants
* don't bother dealing with immovable rods just yet
* exclude bubblegum and vetus from move manager for now
* fix issues related to null weightless blood icons
* reset blood icon state properly
* fuck it, we'll deal with mobs when basic mobs happen
* break infinite loop in decal splat
* refactor: Movement cross/uncross implementation.
* wrong var name
* fix unit tests dropping PDAs into nowhere
* Add documentation.
* remove unused constants
* say which procs are off limits
* fix simpleanimal z change runtime
* helps not to leave merge conflicts
* kill me
* fix typecast
* fix projectile/table collision
* treadmills don't cause MC to crash anymore
* connect_loc is appropriate here
* fix windoors and teleporters
* fix bonfires and clarify docs
* fix proximity sensors
Tested with sensors in crates, sensors in modsuits
Tested new proximity component with firing projectiles at singularity
Tested new proximity component with portable flashes
Tested new proximity component with facehuggers
* lint
* fix: polarized access helper false positives
* Revert "fix: polarized access helper false positives"
This reverts commit 9814f98cf6.
* hopefully the right change for mindflayer steam
* Changes following cameras
* fix glass table collision
* appears to fix doorspam
* fix ore bags not picking up ore
* fix signatures of /Exited
* remove debug log
* remove duplicate signal registrar
* fix emptying bags into locations
* I don't trust these nested Move calls
* use connect_loc for upgraded resonator fields
* use moveToNullspace
* fix spiderweb crossing
* fix pass checking for windows from a tile off
* fix bluespace closet/transparency issues
* fix mechs not interacting with doors and probably other things
* fix debug
* fix telepete
* add some docs
* stop trying to shoehorn prox monitor into cards
* I should make sure things build
* kill override signal warning
* undef signal
* not many prox monitors survive going off like this
* small fixes to storage
* make moving wormholes respect signals
* use correct signals for pulse demon
* fix pulse heart too
* fix smoke signals
* may have fucked singulo projectile swerve
* fix singulo projectile arcing
* remove duplicate define
* just look at it
* hopefully last cleanups of incorrect signal usage
* fix squeaking
* may god have mercy on my soul
* Apply suggestions from code review
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* lewc review
* Apply suggestions from code review
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* burza review
* fix bad args for grenade assemblies
* Update code/__DEFINES/is_helpers.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: DGamerL <daan.lyklema@gmail.com>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* PT1 - Death to experimentor
* I cant fail CI this fast come on
* PT2 - DA -> SA
* CRLF to LF
* Strange icons in the SA now
* Lets give this a go
* AGH
* Dirt
* WORK
* Oops - cere was missing the RD locker
* Map fixes
* Adds delivery chute back
* Warrior review
* Also removes magnetics
---------
Co-authored-by: DGamerL <108773801+DGamerL@users.noreply.github.com>
* refactor: Attack chain, initial setup.
* migrate curtain to make dreamchecker happy
* update thurible
* don't call attacked_by separately for legacy attack chain
* remove duplicate proc
* condense similar code, put allowances for legacy code in new procs
* update docs, include diagram source
* add comment on how to update diagram
* fix admonition
* mindflayer updates
* remove commented out code
* clarify all steps
* after_attack should be overridable
* whoops
* retrofit recent changes
* duh, can't restrict this yet because of tool_acts
* i hate ore bags with the fire of a thousand suns
* return correct value for object attack logic
* Various cleanups.
We don't want to attempt to pull stuff out of `/obj/item/attackby`,
because those pieces are part of the related objects' migrations, not
`/obj/item` itself. Attempting to do this causes knockon effects where
things expected to call e.g. `/obj/item/storage/attackby` in the call
chain were not ferried over to the new item interaction code, because
the related objects hadn't actually been migrated over yet.
I've used refactoring /obj/vehicle as the example for migrating
`attackby` methods instead.
* simplify some argument names
* fuck it
* make it do the thing
* Rename CI module call
* Prove that CI works
* improve test output
* aaand fix it again
* fix curtain tool interactions
* fix compile error
* fix compile error
* Better docs, introduce migration plan tool.
* refactor: Rename all non-snake_case types (not procs or vars (yet)).
* completely dynamic update script
* might help to include the data
* update aa's scuffed python
* oh
* set script PR number
* run updatepaths again
* Add other table updates with JSON columns
* bump SQL version
* just fucking end my life
* move JSON data
* refactor: Migrate more random_spawners to random/spawners and mapping helpers.
* set script PR number
* maybe using a reserved keyword isn't a great idea
* oh i guess we're done
* whoops
* make code actually work
* gnarg
* rerun updatepaths for recent changes
* rerun updatepaths for recent changes
* fix build
* added Russian Nians
* adds a new space ruin Voidhopper of Nexus aka freighter
* forgot a quotation mark
* Convert maps to TGM
new : _maps/map_files/RandomRuins/SpaceRuins/freighter.dmm
new : code/modules/unit_tests/atmos/test_ventcrawl.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* fixed file format of the ruin
* renamed Russian Nians to Soviet Nians
* see above
* down with russian nians, long live soviet nians
* added a ruin paper per Warriorstar's request
* the name russiannian just will not be fully replaced
* forgetting commas and adding a new subtype of paper for the shipping manifest
* I think using quotation marks is causing me issues
* further removal of the term "russian" in preperation of a PR removing lots of referrals to russia
* added some new Poly voice lines
* accidentally commited the wrong PR...
Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>
* made the shipping manifest ticked
* worked on the perspective of some stairs
* made changes requested by warriorstar
* changed formatting of the sovietnian's loot
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>
* forgot to add a new line
* i think this is causing the tests to fail perchance
* purging the term russian to be in line with a recent PR doing the same
Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>
* fixed sovietnian to snake_case
Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>
* i may forget snake case exists
* second time's the charm like a snake's two fangs
* added warriorstar's suggestions
* reverted a file that was accidentally converted
* fixed merge issues
* added an extra line
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/nian_freighter.dm
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/nian_freighter.dm
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>
---------
Signed-off-by: Hayden Redacted <91229275+haydenredacted@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: Burzah <116982774+Burzah@users.noreply.github.com>
* refactor: wrap MILLA in general Rust library
* port: Aurora mapmanip library and documentation.
* update CI libs and TGS build rule
* pass filename properly, raise map helper layer
* Update rust/src/mapmanip/core/mod.rs
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
* add a bit more documentation
* make doc more para-centric
* these don't need to be images at all
---------
Signed-off-by: warriorstar-orion <orion@snowfrost.garden>
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* things were attempted
* take two
* take three
* i meant to add this bit
* no linear loot
* hopefully this will make things less thingamabob than they are
* added indents in deepstorage_award spawner
* Sirryan2002's review
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* removed an unnecessary var and documented them
* these too
* these should've been removed too
* added indents to line 53 and 54
* rest of the requested changes
* remapped some parts of the ruin, added a few more notes and made ruin monsters not to randomly wander into depths of chasm
* changes in chasm.dm
+ chasm no longer eats lightbulb machinery
+ made a new subtype of chasm that actually teleports people to a random place instead of dropping them in corner of station z-level
* requested changes
* commit commit
* everything is in shambles
* comma
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* warriorstar-orion review
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* Somewhere, a heavy door has opened.
+ gateopener and fleshling now notifies players about a blast door has been opened
* area changes
+ Floating rock bits now has area
+ Some lights inside the ruin is now under space/powered area which aligns rest of the chasm lights
* little adjustments
+ changed some floors
+ replaced some polarized windows with tinted ones (oops)
* how did these get in here
* Update code/game/turfs/simulated/floor/chasm.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* check if it's space
* Update code/modules/awaymissions/mission_code/ruins/deepstorage.dm
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
* changes in turf check
+ Added two procs that will ping-pong on each other and provide a valid turf
* atoms
* there can be only one
+ apparently airless variation of this was introduced in a PR that was merged before this one.
* fix
+ renamed crematorium as incinerator.
+ removed a rogue morgue tray in incinerator room.
+ added access to an accessless airlock.
+ changed improper tags of two blastdoors to relevant ones.
---------
Signed-off-by: Kano <89972582+kano-dot@users.noreply.github.com>
Co-authored-by: Ryan <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: warriorstar-orion <orion@snowfrost.garden>