Re-paths the head of personnel's cap from /obj/item/clothing/head/caphat/hop to /obj/item/clothing/head/hop.
Lowers the amount of spare ID boxes in the head of personnel's locker from 2 to 1, since the additional is just mostly clutter.
Renames the "crew resource's hat" to the "head of personnel's cap" for consistency with the rest of the HoP equipment.
Cleans up the formatting and style of robot_upgrades.dm.
Reduces the VTEC module's movement delay reduction from 1 to 0.5 as it's currently way too fast. This value is made a simple define so it can easily be changed in future.
Converts a lot of magic booleans to TRUE/FALSE.
Inverts the boolean logic of the /obj/item/borg/upgrade/proc/action base so it's consistent with all derived types.
* Semiport of Allow_Spacemove from Bay.
* Porting flying robots from Bay.
* Converting platforms to an alt title of Robot.
* Converting existing modules to new proc flow.
* Cleaning up jetpack code for robots.
* Making flyers and platforms buildable.
* Debugging/refining robots port.
* Reverting some unneeded spacemove changes.
* Refining/debugging bots.
* Removing Bay subtypes, adding flying subtypes of existing modules.
* Icon rework for flying robots.
* Working commit for flying borgs PR.
* Fix: Blobs respect gravity if not otherwise prevented.
Tweak: Blobs do not directly interact with stairs
Tweak: Blobs, when expanding against a stair's middle structure, can grow up Z-levels if the turf allows.
Tweak: Blobs, if controlled by a player, may grow upward or downward, if the turfs allow.
Fix: Blob Overmind is no longer affected by gravity.
* Fringe case deleted blobs are null-loc'd for GC so they are not stuck in-map.
Railing checks properly function.
* Consistency Pass #1
Power cells of all types are now considered stock parts
Went through materials.dm and did some copy+paste work make material definitions consistent across the codebase (eg "steel" = 50 -> MAT_STEEL = 50)
* Machines are now instances in SSMachines
* Performance improvements by way of instancing all of SSmachines
* Fixes the powersink
* Revert "Consistency Pass #1"
This reverts commit cbeef1b5db.
* Update machines.dm
Styling changes
* Update machines.dm
* Update machines.dm
forgot to update the doc
* Repaths badges, ribbons, pins and permits to /medal.
* Drakes can now wear pride pins.
* Updates xenofauna map, repaths some accessories.
* Added fence door interaction for drakes (open but not close)
* Adds stasis cages to the Xenofauna lab.
* Corrects some Cynosure badge paths.
* Allows mobs to climb into stasis cages themselves.
* Added lower temperature sensor alarms to xenofauna.
* fixes very old exploit that we literally just discovered
* this is what i get for speedrunning a bugfix
* reworks material ejection code
* literally it worked fine this is just so github likes it
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* Update code/game/machinery/autolathe.dm
Co-authored-by: Atermonera <atermonera@gmail.com>
* code prettiness
---------
Co-authored-by: Atermonera <atermonera@gmail.com>
* Ports various downstream clothes
* Two dresses by schnayy + more fixes
* Standardize loadout selection lists, var tracked cloaks, stray jacket pixels
* Smol botany update
- Adds the botany belt, capable of holding botany related tools, beakers & bottles as well as the floral somatoray
- Gives spades the ability to dig up plants so we don't have to go full texas chainsaw massacre on them whenever we want to remove one
- Adds botany belts to biogenerators
- Adds 2 and 3 spades to xenobotany and botany, respectively
* Update tray.dm
* Slimes can eat food, decals, dirt, and so on
* Bugfix I found in the course of math
* I think I wrote that as a fallback but I'm not sure
* review fix - tested this and it seems to work