* 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
* Refactor V1
* And this too
Three commits already
* Review stuff
* hecking invisible runtimes
* Cleanup and Documentation
This part is NOT intended to be a refactor.
I just figured why not go through everything since I'm already messing with it.
* Hopefully got all of the . = ..()
Also fixed a massive bug that I somehow didn't notice.
Co-Authored-By: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* for() loops
Pretty sure I got everything.
Cutoff point is 4 items.
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* 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
* Fix and tweak parrot behaviour
Parrot stolen item now renders under the parrot's icon to make it more clear when it holds something - remember to harm the parrot to make it drop the item
Parrot adjacency checks now take windows into account - this fixes issues where the parrot would teleport behind a window to perch/steal an item
Parrots no longer try to perch/steal an item in a turf that is inaccessible to them infinitely, causing them to be stuck
Add emotes when parrot drops item
Change default parrot name to not be improper
Clean up code where possible
Correct grammar errors in parrot messages
Fix attacking parrots in harm mode not triggering specific behaviour
* Code cleanup, CanAStarPassTo atom proc
* Fix Travis
* Address farie
* Address farie 2
* fix atkverb confusion
* use LAZYINITLIST
* remove some out of scope defaults
* Added a name to the Chef's pet goat
* Changed 'unique_pet' to true, to stop renaming
Also changed 'New()' to 'Initialize()', since it's better.
* Revert "Changed 'unique_pet' to true, to stop renaming"
This reverts commit b8f722b161.
* Revert "Added a name to the Chef's pet goat"
This reverts commit 034a83b1f1.
* The Chef's goat is now named Pete
* Pete is now a subtype
* 'unique_pet' is now 'TRUE', rather than '1'
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* Refactors Electrocution and Tesla Zapping---Improves Supermatter and Tesla
* forgot this one
* fixes and styling
* last tidbits hopefully
* machine frames
* use flags
* styling
* Drone UI V1
* Bigger button
And admin log clarification
* Review 1
Also commented out the drone 'rebooting' action, since it didn't work.
* Spacing
Seemed a bit too cluttered.
* Review 2
Co-Authored-By: dearmochi <shenesis@gmail.com>
Co-authored-by: dearmochi <shenesis@gmail.com>
* Config file warning V1
* Better version
* More stuff
* Log and ingame message
* File names
Also removed all ' from the `log_world()` since they ended up encrypted in the actual log.