* Fixes 6 pAI faces
PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.
* Fixes the PDA Halogen Scanner's tendency to be number one.
* Unfolded pAIs can be picked up
Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.
* Adds the Gigaphone, a suped-up Megaphone.
* Constant Chip has a sprite
* Fireaxe cabinets find their fireaxes in initialize(), rather than new()
* Speeds up alcohol
* fixed mining cloak not being in loadouts
* Admin Supermatter Setup now closes the monitoring room shutters (#5442)
* Admin Supermatter Setup now closes the monitoring room shutters
* Fixes a copy-paste error
* Begins work on lightning.
* Fixes#5447 (Deadspy submap not overwriting mapgen) (#5448)
* Map fix
* fixed deadspy.dmm
* Added Squid plushies of varying colours
I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi
* Added hat functionality to Squid plushies
I added the ability to wear my Squid plushies as hats. They're damn good hats.
* Replaces Skrell namegen (#5453)
Created a first name list for Skrell, to replace the syllable assembler.
Created a surname list for Skrell to replace the syllable assembler.
Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.
* Mechoid makes mistakes. Fix telepathic gigaphones.
* Lets people be colorblind
Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.
* Whoops, worded that wrong
* Adds beams to the Type var list for View Variables.
* Unfuck my Master
* Adds beams to the Type var selection in View Variables.
* Finishes thunderstorms.
* Adds logging.
* APC Sprite Change
- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs
* Refactors supply controller.
Supply consoles now run nanoUI
* Missing '
* [Excitedly updates changelog]
* btw i use arc
* Removes supermatters from cave PoIs.
* Holomap Port
- Port of Holomaps from Virgo
* Changing species (via ling or admin button) should no longer ruin your HUD
* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format
* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)
* Hopefully fixes some tool-conversion things
* Makes the Northern Star still compile
* Keeps NS up to date
* Taj and Unathi should have explorer mask sprites now
* Corgi rune now summons the corgi in a flash of harmless lightning
* Forces mech construction to work with the is_tool() procs
* Various things and floors no longer associate with dirt
* MultiZ falling tweaks
* Fixes the clusterbang grenade
* Added new hairstyles
* Added new hairstyles
* Fixes spelling of Strike in Lightning Strike admin verb
* I don't know how we keep breaking falling
* Hallucinations now use the old system again, but with the more modern components.
* Ambience Refactor (#5476)
* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg
* Apparently that file is still used, not worth the salt to remove it.
* Changelog
* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown
* Corrects noted issues
* Add some missing sprites for xenoarch excavation.
* Become thwarted, thot.
* Fixes the Ultra AC2's burstfire bug.
* The Major Bill's shuttle is actually contagious now.
* penguins are from earth
capitalize this, anewbe, i dare you
* Mechoid's a butt
* Adds new job/department specific teshari clothing to the loadout (#5481)
* adding the new department specific teshari outfits
* Slightly cleans up hooded suit code (#5471)
* FBPs can have brute damage repaired externally again
* Windoors fix
* Cleans up some largecrate code
* Weather refactor.
* NanoUI makes me sad.
* Drinking more booze gets you drunk faster
* Ports the supermatter grenade, supporting code
* May or may not make movement seem smoother
* Fixes the Sleepy Ring
* Partially ports the GLOB system
* Fixes the bug(s) that allow meat bodies to have metal brains
* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here
* Optimizes supply UI
* Transfer shuttle grammar fixes
* Fixes borked E and W fish sprites
* Fixes incorrect ETA in crew transfer announcement
* Mech Mini 'Revamp'. Will need playtesting. (#5480)
* Exosuits are now capable of holding more equipment, of specific types.
* Tweaks regarding feedback in staffside thread, other concerns.
* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss
* Weapons only fit in universal combat slots.
* Adds smart magazine, magazine functionality
* Adds a new subset of grenades that shoot projectiles
* Low alpha now makes HUDs and tooltips not show up on you
* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)
* Update smartfridge.dm
* actually indicates which line solves the bug
* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.
* Minifrags now use the small fragments mainly as they should.
* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.
* Touch stuff in reference to responses.
* NanoUI now processes again
* Converts more simple_animal mobs to simple_mob
* Submap correction
* Added "Display Initialize() Log" admin debug command so you can see it mid-round.
* Ported the core of the overlays management subsystem from /tg
- Added SSoverlays subsystem for compiling overlay lists and applying them to atoms in a controlled anti-lag subsystem.
- Added vars and procs to atom which should eventually replace all direct interaction with BYOND's /atom/overlays var outside the subsystem.
- Added OVERLAY_QUEUED flag to var/atom/flags bitfield.
- Added small framework for subsystem performance tracking. So far used only by SSoverlays
- Added admin debug command "Display overlay Log" to see performance stats mid-round.
* Fix runtime on universal pipe adaptor update_icons
* Workaround for appearance_bro not initialized
Unfortuantely BYOND's initialization order is strange, and the appearance_bro var is only half initialized when map starts to load, causing errors. We temporarily fix by moving it to be a global-scoped global.
* Convert fire alarms to use add_overlay() A good first test.
* Convert turfs to use add_overlays(), eliminating the turf_overlay_holder!
- Converted as much as I could find about turf overlays to use add_overlay().
- This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack.
- This also lets us remove the anti-corruption hacks from walls and open space.
- ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue.
- Stuff like that
* Convert turf overlay interactions to use add_overlay.
Note: This is a plain and simple conversion of existing code to use SSoverlays. However I look at the line changed, and note that that line likely never fully worked as intended, as it has no way of re-applying itself.
I would make it use a priority overlay, but there is no code present for *removing* said overlay from neighbors when it is no longer required. That code should be implemented by original author.
* A preface to my madness
Travis failed one of my PR's because I copied old code
that used /red /blue /green.
Because of this, I am going to find and replace every
instance of it that I find.
Also this is a test commit to make sure I'm comitting
to the correct branch.
* /blue /green /red replacements
Dear god.
A slow and painful death from acid is more fun than this.
I wouldn't wish this torture on my worst enemy.
And this is only the beginning
* Replace part 2.
Time to fix the human error.
* Fixes mismatches
* Sets macro count to 220
One above the current number of macros in the code.
* Fixes last of the mismatches.
* Removes spaces, replaces \black
Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen
* Updating macro count again
* More fixes!
* Issues fixed! For real this time!
I swear!
* Fixing all the merge conflict files.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.
Conflicts:
code/game/objects/items/weapons/clown_items.dm
code/game/objects/items/weapons/material/kitchen.dm
code/game/objects/items/weapons/stunbaton.dm
code/modules/mob/living/carbon/human/human_defense.dm
code/modules/mob/living/carbon/human/species/xenomorphs/alien_facehugger.dm
code/modules/mob/living/simple_animal/friendly/spiderbot.dm
code/modules/mob/living/simple_animal/simple_animal.dm
Replaced some attack() overrides with apply_hit_effect() or other attack
procs where appropriate.
Removed the attack() override from reagent_containers.
Rewrites shield handling to be less hardcoded.
Shields now take into account the damage source and direction when blocking.
Riot shields no longer block most bullets, but are better at blocking melee and thrown items than they were previously.
Energy shields block projectiles with a similar probability as they did before, and block melee and thrown as well as riot shields do.
Shields no longer block from directly behind the player.
Weapons now only block melee attacks.
Cool effects when blocking with an energy shield or energy sword (including holoswords).
Updates Bump() code.
Intents now use constants.
Simple animals can now use languages without overriding say().
There is now a difference between being able to smash normal and reinforced walls.
Reworks simple_animal/attackby so that constructs don't need to override it simply to add damage resistance.