added a proc to check for valid window location, added var/fulltile to windows instead of using a proc
added clockwork windoors and windows to brass recipes
added titanium glass and plastitanium glass, made glass types use recipes like other stacks, you can smelt the new glasses in the ORM
removed force from RCD and added NOBLUDGEON flag, fixing a bug where you couldn't deconstruct airlocks with an RCD
slight nerf to wielded fireaxe, does high damage to windows and grilles instead of insta-deleting them
deleted fullwindow.dm and moved windows to window.dm
added some feedback to placing glass on grilles
examining windoor assembly shows you can rotate it, examining windows show deconstruction hints and rotation
added cracks to windows, you can repair windows using a welding tool on help intent, slight buff to window health
added var/cancolor to windows and blacklists some windows from being auto-colored, window shards also get colored on narsie_act()
full windows now use icon smoothing system, windows now use the obj_integrity damage system
added is_glass_sheet() helper
This commit reverts the window placement system, right now placing a one-dir window takes 2 prompts, this makes it so you just have to click a grille for it to place a one-dir window on the side you're facing.
Reverts a part of https://github.com/ParadiseSS13/Paradise/pull/8155🆑 Kluys
Revert: Changes the window placement system back to the old system
/🆑
isobj changed to explicit istype /obj
added extra frames to blast door animation so it doesn't restart
removed ZAS vars from /door/, added missing vars to door subtypes
adjusted layers of doors, removed layer varedits on maps
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 armor to many objects
re-adds the clockcult floor sprite (accidentally removed in another PR)
adds clockcult effects to the clockcult floor
adds clockcult grilles
adds var/broken to /obj/structure
adds unused resistance_flags var
moves burn_state and resistance_flags to flags.dm
more updates to attack code
updated obj_defense.dm procs
renames take_damage() for organs to receive_damage()
renames Deconstruct() to deconstruct() for atmos objects
obj_integrity, max_integrity, integrity_failure vars moved to /obj level, obj_integrity = max_integrity on New()
moves proc/deconstruct() and proc/take_damage() to obj level, moves a few obj damage procs in with it to new obj_defense.dm
moves plastic flaps to new plasticflaps.dm
Your computer will restart in-
No, not that kind of Windows Update!
Updates windows code (and not delete sys32) to be better in various
regards
Full windows now have double the health of their directional
counterparts. You spend twice the glass, you get twice the integrity!
You can now build one directional OR full windows on grilles, as well as
select the direction of the one directional window you are building on
the grille!
- This is largely quality of life, saves some time on the actual
repairing / building of windows.
🆑
tweak: Full windows are now 100% stronger than before, so you don't have
to pick strength over security.
tweak: Full windows now take longer to deconstruct so they offer
slightly better security against break-ins. Toolspeed does apply.
rscadd: Full and directional windows can be built on grilles now, and
you can even pick the direction! Technically both a tweak and an
addition...
/🆑
This commit ports /tg/'s move refactor.
The throwing system has been replaced entirely, removing the necessity
of throw_at_fast and resolving multiple outstanding issues, such as
crossbows being unusable.
Spacedrifting has also been upgraded to function with the new throwing
system. It is now it's own process.
Tickcomp has been killed, and the config values have been adjusted to
more or less match live Paradise.
All mobs now share a common Bump() proc. There are only four mobtypes
which do not, including humans and simple animals. With the exception
of mob types that do not ever want to Bump() or be Bumped(), they should
call the parent proc.
Human movement slowdown has been moderately tweaked in how it stacks effects;
It shouldn't be significantly different from a player perspective.
Mobs will now spread fire if they bump into another mob. I don't want to set
the world on fiiiire, I just want start a flame in your heart~
For player facing changes: Input delay has been reduced by roughly ~50ms for
any direction keys, by advantage of a previously unknown flag on byond verbs
which allow them to operate independently from the tick rate of the server.
You may need to clear your interface.dmf file if you have a custom skin for
this change to function.
This fixes an inconsistency when you use wirecutters on a destroyed
grille. Instead of giving 1 like it should, it gives two.
🆑 Twinmold
Fix: Fixes the inconsistency of getting 2 metal rods when you wirecutter
a destroyed grille down to 1.
/🆑
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.
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.
This commit first and foremost ports the -tg- atom pooling system, and
removes the old experimental system entirely.
Secondly, this PR modifies the qdel system to use a -tg- lookalike
"destroy hint" system, which means that individual objects can tell qdel
what to do with them beyond taking care of things they need to delete.
This ties into the atom pooling system via a new hint define,
QDEL_HINT_PUTINPOOL, which will place the atom in the pool instead of
deleting it as per standard.
Emitter beams are now fully pooled.
Qdel now has semi-compatibility with all datum types, however it is not
the same as -tg-'s "Queue everything!" system. It simply passes it through
the GC immediately and adds it to the "hard del" lists. This means that
reagents can be qdel'ed, but there is no purpose as of yet, as it is more
or less the same as just deleting them, with the added effect of adding
logs of them being deleted to the garbage collector.
This commit changes a bunch of objects fire_act's to temperature_expose,
to allow for superhot gas to act like an actual hotspot. This behaviour is
consistant with -tg-.