* Converts Eye Augments to Cybernetic Eyes
* literally not used
* it helps when you properly include all the code
* flashlight eyes
* tweaks
* conflict resolution
* can't have two eyes
* order of operations matters here
* autosurgeon
* 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
* adds rubberduckyshoes item
* Adds crafting recipe for rubber ducky shoes
2 rubber duckies, 1 sandal using Wirecutters
* Adds icon for rubberducky shoes
* Adds character sprites for rubberducky shoes
* Adds in hand sprites for rubberducky shoes
* removes pointless variable, and I redid the description.
* Adds rubber ducky to the merch console
done since theres normally only 3 ducks on station, giving some more access to duckies I think is warrented. This might be to much.
* Adds species specific sprites for Vox and Drask
* removes pointless list
* moves crafting recipe to clothing category
* Removes entry in merch console, adds entry in prize vendor
* Revert "moves crafting recipe to clothing category"
This reverts commit b80c398b46b3e60a10b78461d753b6ef6e3ac88b.
* Revert "Removes entry in merch console, adds entry in prize vendor"
This reverts commit c4ae6c3767d2d5ad072ae5befcb1f66b99cb6c63.
* Adds entry into arcade prize vendor
* Removes entry in merch console
* adds crafting recipe to clothing category
* removes recipe from misc category
* corrected messed up sound file location
* Updates icons/mob/feet.dmi
* Updates icons\obj\clothing\shoes.dmi
* improved the item icon
* deconflict
* 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>
* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
* 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
Adds a new type of bomb payload : The toxins payload. Crafted with a
matter bin, metal, and a remote signaller, it must be loaded with a tank
transfer valve and put into a plasteel bomb casing in order to do
anything. Once the bomb detonates, the toxins payload will open the TTV
(causing an explosion if the mix is correct).
As with syndicate bombs, a bomb with a toxin payload has a minimum 90
second timer, and will beep loudly to warn nearby crew to evacuate the
area.
It can be defused (or accidentally detonated early) in the same way a
syndicate bomb can.
This allows scientists a secure way to test their bombs (less chances of
accidental detonations with this method, although it adds extra steps),
and antagonists a way to craft their own syndicate bomb, which is better
than a simple tank transfer valve if your objective is not killing crew
but making sure a specific area is wiped off the station map with little
to no casualties.