Fixes#4786
- Chicks that age up to chicken will retain their ghost (if any) into
their adult stage.
Fixes#4836
- Intercoms now properly check their buildstage when removing cables and
electronics to avoid being used to infinitely generate these objects
- Fire alarms and air alarms now also have this exploit-protection. APCs
already had a form of this protection.
* Space explorer corgis are now space worthy
Now space explorer corgis can explore space. Don't question how a corgi
is able to breathe without an airtank. The answer is bluespace.
🆑
rscadd: Space explorer corgis can now safely explore space
/🆑
* The space-proofness should now be reset when the hardsuit is taken off
* This is probably wrong, but it works
* I have no idea what this does, but Fox said to do it
* Initial Checkin
- Creates two new admin-only jobs, "Nanotrasen Navy Officer", and
"Special Operations Officer". The former is for IC investigations by
admins of situations on the Cyberiad, and spawns in the admin room. The
latter is for leading/overwatching ERT teams, and spawns at the ERT
office.
- Neither of these jobs are accessible to normal players, either on
join, in preferences, or as a random job.
- When they are spawned, no announcement is made, and they do not show
up on the crew manifest.
- In other news, the "select equipment" debug verb has also been
adjusted so that NT Navy Officers get the same equipment either way.
* Fixes teleporter on admin station so that admins can use it to teleport directly to bridge
* Fixes CC jobs not always displaying CC HUD icon for sechuds
* Adds an implant that dusts someone on their death
* Tweaks
Changes:
- CC officers now spawn with an internals box in their backpacks, like
everyone else.
- CC officers now get dust and death alarm implanters in their backpacks
on spawn, rather than automatically having the implants in their bodies.
This enables admins to test things on admin station without worrying
about dusting or having their deaths broadcast.
- Dust implants no longer provide death alarm functionality.
- Dust implants no longer process().
- Dust implants are now based on explosive implants, and can be manually
activated via deathgasp.
- CC officers now spawn with CC headsets that are named 'centcom
headset'.
* Deletes CC encryption key
* Switches to using imp_in.dust()
* bicon regex run
* Remove all \black
* Goonchat from /vg/ / Goon
Whoo!
Special thanks to @Tastyfish for the macro2html thing so all of our
horrible color macros keep working and don't fail horribly <3
* Fixes and changes n stuff
- Made ping sane again (the fuck PJ)
- Updated chat CSS
- Fixed like one problem with a color macro
* whoops
* Restore /vg/'s pingloop stuff (used to avoid fucking up is_afk)
* Strip problematic tags from tcomm scripts
- <audio>
- <video>
- <iframe>
- <script>
* Fix human examine icon
* Name hotkey elements
* Removed old stylesheet
- Tweaked "Me" verb to allow inclusion of the message when typing
directly into chat box.
- Fixed ghosts, with ghostsight on, seeing emotes twice when near the
emoter.
- Fixed *flip runtiming when used with no target and no grab.
- Fixed scream not displaying any message.
- Fixed double sanitizing in custom emotes.
- Fixed several cases where user wasn't getting passed into proc calls.
- Removed a couple unnecessary periods from dialogs.
* Makes jump actually jump
fixes#4707
sets flying to 1 for the duration of the jump. Means you can jump over
anything you can fly over.
Also fixes a bug with flying that could leave you visually floating
(pixel_y = 5) when you stop flying
* better fix
This changes the captive brain's resist connection back to resist() from
resist_borer() (an invalid verb). Makes it so you can once again resist
borers.
Reposted due to number of files adjusted from merging of conflicting
files and inconsistencies to prevent breaking other code.
🆑 Twinmold
Fix: You can once again resist borer control with the Resist verb.
/🆑
* Bug Fixes
Fixes#4616
- All ladders are now anchored and cannot be dragged, including dive
points.
Fixes#4663
- Trying to fill a full container from a toilet will inform you the
container is full, and thus fail.
Fixes#4705
- Being gibbed/dusted/melted will unbuckle the victim prior to their
gruesome fate, allowing their spirit freedom to no longer haunt the
buckles that bound their mortal form.
* Because apparently we shouldn't trust people to use "delete" properly
* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.
Both ported PRs by Intigracy.
Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.
Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.
* Morph Support
* CMA Support
* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.
* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.
Fixes Heist Goofery
Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).
Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.
Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.
Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.
* No More Vox Tail Colours, but they can Colour Their Hair.
* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.
Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.
* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration
* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.
* Adds Emerald and Azure Vox Skin Tones.
* Stealthy Wryn Typo Fixed.
* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions
* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
* Rewords various objectives, makes 'Follow the inviolate' always succeed.
* Fixes the capitalization of NanoTrasen
* Fixes inviolate objective so that admins can make it fail, hopefully
* Fixes the thing
* Re-reworded AI hijack objective