* Makes hacking window consider all hands instead of just the active one.
* Makes bottom indicators in hacking window go bold if they changed since the last refresh.
* Changelog
* Mobs can be incorporeal
Prevents step noises, getting shot, etc. Basically living ghosts. Feel free to add more places this should check, but I think this is a majority.
* Fix missing incorporeal floatyness
* Fixes communicator newsfeed app.
Fixes non-terminal while loop in get_latest_news(), helper.dm
Newscaster posts now have a world.time-esque timestamp number, so they can be (almost) uniquely identified
* whoopsie
Tweaks light replacers to allow automatic replacing of broken bulbs in a light fixture. Also lets you shove bulbs into said objects. Ported from Yogastation with code used from https://github.com/CHOMPstation/CHOMPstation/pull/517. If there's a better way to code this, do tell me. It works, however.
Changelog notes:
- Light replacer now uses broken lights instead of dropping them
- Every 4 broken lights switched refills the light replacer with 1 new bulb
- You can now also use a box of lights on the light replacer to refill it (the old method of using the light replacer on the box still works)
* More esword fixes
- Fixes Holodeck eswords being completely broken, Holodeck eswords are not recolorable
- Fixes Toy sword onmob sprite not properly updating
- Fixes eswords not properly updating onmob color (this is an incredibly hacky fix)
- Readds the esword sub types, they are not recolorable
* Removes unintended code
* More unintended code removal
* Fixes spy bug sprite
* Fixes PMC-S Name
* Fixes syringes not working through voidsuits.
Since the refactor https://github.com/PolarisSS13/Polaris/pull/6196 seems to have changed how desk lamps can light a room up, time to fix what happened for said desk lamps.
Changelog notes:
- Tweaks desk lamps for more light output.
Changes the Colony Director's headset so that the Science, Medical, Supply, Service, and Explorer channels are enabled instead of disabled by default.
Changes the Head of Personnel's headset so that the Security and Explorer channels are enabled instead of disabled by default.
Mostly just updates it to baystation standard when relevant. Fixes a few bugs with adhoc_fallback in the process.
I still want to fix the bug where adhoc_fallback fails to work in regions without telecoms.
* Starts work on the Medical Expansion.
* Further Work
* Save Everything!
* Large volume of things.
* Log of Change
* I'm an idiot.
* Kidney assisted sprites. They didn't exist, for some reason.
* Fixfix
* Fixfix
* Update encased.dm
* Update glass.dm
* Update Chemistry-Reagents.dm
I am once more an idiot.
* Split augs.
* Fixfix
* An assortment of Lighting Stuff
- Makes Lighting less uniform (Bay PR #19808)
- Has lights fetch lighting data from bulbs (Baystation PR #13614)
Ported from Baystation code.
There is currently an issue where there are unnatural dark spots. Simply removing and re-inserting the nearest lightbulb seems to remove these dark spots, which suggests it is an initialization issue.
* Ports the rest of 13614
* Changeling and Travis
* Feedback Fixes
- Shortwaves will now transmit to all connected Z levels
- Relays will now update their connected Z level if moved (useful for relays on shuttles)
Code ported from Baystation.