* Port ParadiseSS13/Paradise#2100 - Saycode refactor
* Removed unused old carbon slimes code
* Port ParadiseSS13/Paradise#5099 - Saycode part 2
* Ported ParadiseSS13/Paradise#7170's /datum/browser Check Known Languages
* Port ParadiseSS13/Paradise#9240 - Get rid of alt_name in favor of GetAltName()
* Port ParadiseSS13/Paradise#10330 - You can now use multiple languages in one message
* Addressed Atermonera's review.
Translators now print the full message if they find any languages within the
message that the user doesn't understand, minus languages it cannot translate.
Additionally, the combine_message proc has been significantly simplified
by eliminating an ugly tree structure with the help of a little helper
proc.
The removal of the extra span inside each piece doesn't seem to have
visually changed the messages in any other way than changing where the
wordwrap happens, strangely enough. Must be something in IE's code being
picky about invisible elements. On the bright side, it splits *later*
than it did before, thus reducing the lines a message will take up by a
tiny amount.
Also, a bunch of things now have the 'filter_say' class from
PolarisSS13/Polaris#6998. Since span classes with no definition are
totally valid and just don't do anything, this PR does **not** depend on
that PR being merged first.
* Always gotta be one
* 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
* Ports descriptors from Bay
* Add files via upload
* Removes Noble Defines
* 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
* Initial Work: Manifest, Newsfeed
* Adds newscast viewing, manifest
* Cartridge devices
* Template progress
* Med records, Sec records, Emp records
* Cartridge work part 1
* Cartridge work: part 2
* Power monitoring console
* Cartridges have persistent, internal data
* Code to load element-specific data upon request, instead of serving all relevant data at once
* Janitorial Supply Locator
* Refactor crew manifest to a separate file
* GPS cartridge
* Reorganize GPS to proper organization, important comments
* Supply cartridge
* Status display access
* Merc blast door controller
* Appeases travis (Round 1)
* Appeases travis (Round 2)
* Headset sprites are now on the default ear, which is left
* Cleave changes, attack code cleanup
* Catching is no longer guaranteed, accuracy code is more general
* Adds a Neural implant for future implementation. Promethean brains have been updated to fit it.
* changelog
* Robots can attack things again
* Might help with air subsystem lag
* Ports the spinny throwing animation from Bay
* Cult heal modifier no longer does Shit-Tons of agony. Does mediocre agony on non-cultists.
* Defines.
* Headset sprite tweaks
* Shield Drone no longer auto-fails with Energy Relays.
* I'm an idiot.
* PoIs can be rotated in increments of 90 degrees
* Might fix the server startup error_handler runtime
* Cult Girders are back to being proper.
* Submaps can now be rotated to any cardinal direction (South is default)
* Should fix another runtime with tools
* Buffs the Vox
* Removes debug code (Yes, I'm an idiot)
* Ready for merge
* Fixes some bugs tangentially related to Vox code
* Ports /vg/ instrument frame work, adds client based sound pref
Also shifts sound files which is 98% of the bulk here.
* Helmets now show only certain hairstyles
* fixes the trailing tag, I think
* Scrubbers no longer automatically scrub phoron (#5512)
* adds manual changelog
* Adds new set of cyborg sprites for medical/science/default/security/combat (#5546)
* Refactor cargo trains, they're just normal trains now. Adds the Quad, and re-enables/fixes the Space Bike!
* communicator_header.tmpl now correctly includes Body
* Adds tails to Unathi rig suit sprites (#5551)
* supplycom/control drops the correct circuit
* Emags have an effect on cargo consoles
* The cybersuit is now a space suit.
* Map Bugfixes
- Fix for mislabeled c_tag cameras, first deck
- Fix for mislabeled c_tag cameras, second deck
- Fix for poi crashed containment shuttle mapping issues (terrain generation)
- Fixed wrong floor type on skipjack
- Fix for scrubbers pipe, central substation
- Fix for air supply pipe, chapel
- Fixed scrubber pipe, Engineering Drone Fab
- Fix for air supply pipe, Prison Wing
- Removed redundant supply and scrubber pipe, Security Auxiliary Dock
- Fix, Fore Aux Dock airlock pipe.
- Fix air supply pipe, library
- Fix, scrubber pipe, coffee shop
- Pipe fix, Medical maint
- Fix, supply pipe medical secondary storage
- Removal, redundant supply pipe, cargo maint
- Fix, virology scrubbers pipes
- Fix Xenobio and Xenoflora missing atmos connection to the main outpost
- Fix, missing atmos connections between Main outpost telecoms and main outpost atmos
- Fix for missing power wires, HoS Office, Warden Office, Heads of Staff Meeting Room
- New, random mouse spawner
- New, random mouse spawners added throughout maintenance on the station (maybe too many, maus station 13)
- New, 30 sheets of lead added to engineering
- Fix, POIs should now be rad protected and characters won’t be affected by the radiation event
* Fixes Lead Walls (#5562)
A material's ``radiation_resistance`` was never considered for calculating a wall's cached resistance to radiation. This fixes it. There is another issue involving r-walls not being better at stopping radiation than their normal-wall counterparts made of the same material but fixing that involves a lot of number adjusting to avoid the SM engine from getting twice as protective.
* Yet Another Circuit Update (#5549)
* Circuit updates, adds new components, improves printer, new assemblies.
* Finishes powernet circuit.
* Adds wearable assemblies.
* Finialization before merging with GLOB port.
* Finishes circuit update, hopefully.
* Forgot to undo map.
* Removes debug output.
* Readds size traits
* Signal pistol can be reloaded (#5566)
* Makes Blobs more useful.
* Rig and Spacesuit additions
- Added the 'military' Rigsuit from Bay.
- Added 'pmc' rigsuits
- Added exploration and pilot voidsuits along with alternate sprites (alternate sprites done by Naidh)
- Addition of suit cyclers for exploration and pilot voidsuits
None of these suits are currently accessible in game outside of admin bus. Currently only the pilot voidsuits have other species sprites. Exploration suits are missing sprites for Teshari (Naidh made some for their alternates but I have to add them) and the rig suits are human only. This is to be fixed in the near future, just wanted to get the make workload actually in the game first.
* Dermal implant doesn't cover hair
* Fixes a couple of tool related oversight/runtimes
* Fixes hand and leg cuffs
* Technically adds the Ore Redemption Machine
* Update combat.dm
* Boot knives fit in boots
* Adds tails to Unathi rigsuits (again)
* PoI fix
* Skrell names no longer contain spaces
* Descriptors now properly respect species differences
* Make the Statue NOT entirely immortal.
* Psychiatric Medication Fix (#5588)
* Psychiatric medications are faster when ingested
* Psychiatric med fix
* Updates changelog
* Tweaks emitters and Pacman
* Adds the Biopsy Scanner to the Surgery Kit (#5589)
* Adds the Biopsy Scanner to the Surgery Kit
Since it's actually used in a surgical operation, it should proooobably be in the kit. Iunno if the kit is really used here aside from antag shuttles, but they might as well have it.
* Added a missing comma
Missed a comma, might be what's causing issues. Iunno. It worked flawlessly in dream-maker.
* Adds some Holy drinks, and Promethean-safe drinks / acclimators. (#5574)
* Adds some Holy drinks, and Promethean-safe drinks / acclimators.
* Carbon + Water + Oil = Sludge
* TRUEFALSE & * removed
* Be Smart about damage things.
* Don't spawn things in Null please.
* Adds a generic proc to the mining vendor to add custom / blank entries.
* Keys now actually exist again.
* Species item slowdown changes
* Pose now shows up under descriptors
* Fixes Circuitry Glasses.
Button in HUD should work now.
* Phase rifle size correction
* Should fix the new bugs with webslinger spiders (#5612)
* Hyposprays can now have different sounds
* admin helps, but working this time.
* handle issue, GLOB staffwho
* admin list seems bork'd cleans up feedback messages
* Fixes grabs breaking defined mob pixel offsets.
Yeah.
* Custom RIG Framework (#5613)
* Framework for Custom RIG sprites.
* Fixfix
* line ending
* Text for handheld plushies when poked
Plushies now make sounds when poked. Squeak!
Ported from https://github.com/VOREStation/VOREStation/pull/4231
* Shotgun cycling animation framework
This adds the possiblity for empty sprites on all shotgun/pump/thing and for cycling animations.
https://cdn.discordapp.com/attachments/407267031562453032/488751327531368481/2018-09-10_18-43-05.gif
This particular weapon was made by a friend so i'll wait for their permission before porting it in.
* Add an animated rifle.
Nothing is particularly impressive except the animation.
* Fixes some bloodloss bugs
* Move almost everythign food related into the kitchen module.
Not moving reagents and tools.
* Minor issues fix.
* Remplace sprite hammer with pickaxe
This particular hammer had been sitting 'waiting for sprites' for 4 years at least. Could be a lot more really.
Fixeshttps://github.com/VOREStation/VOREStation/issues/4183
* Fix mislabelled posters.
https://github.com/VOREStation/VOREStation/pull/4310https://github.com/VOREStation/VOREStation/issues/3597
* Remove kobold.dm
This file has no sprites and is used nowhere. It does have some kinda cute emotes but without sprites it's useless and has been since 2017 and maybe much longer. I haven't found any references of it's origin either.
~~maybe virgo will do sprites i dunno~~
* Fix yes emote not working correctly.
It's a lazy fix but it works.
* Fixes chem master dumping reagents.
Previously, if you used a bluespace beaker and transferred all of it's contents, the chem master buffer would silently drop all of those chemicals without warning.
* Fixed smes terminal construction requiring more cable than used.
* Fixes laptop blocking grown adults.
* Fixes several typos with oxygen_pump.dm.
* Fix the condimaster not working.
Previously, you simply couldn't make any condiment using this machine. Now you can. There was just missing template which is back in with this PR. (Thanks aronai.)
This means you should consider remplacing it in your kitchens.
* Remove intensity from chemistry machines.
* Add a noise for mining scanners.
This should affects all devices using it too.
* Prevents people from HREF exploiting around the R&D console.
* Lock has a check already, so remove that.
* reeeeeeeee
* Fixes missing sprites when excavating rocks
* Xenoflora and Xenobio House Move
- Moves Xenoflora and Xenobio stationside, on first deck. Leaves the old labs still up planetside for the time being.
- Minor bug fixes, missing lights, mislabeled lockers in robotics, floor decals.
* Changes << to to_chat at request.
* wax staxs
* Fix plastic ashtrays only holding one butt. Now they hold 4butts.
jeez bill.
* Move surgery caps into their own selection.
* Fixes maploading
Imagine you're on the last iteration of this loop, you've done the final column of X coordinates and you're going to set maxx.
Would you want to set it to where you are now, the final X column... or would you want to add ONE MORE beyond the template size for some reason then set it to that?
This bug causes all templates that are the size of normal maps to fail to initialize any atoms if your template is the size of your normal maps, because it tries to obtain a square of size minx, miny, minz, maxx, maxy, maxz to initialize, however maxx is nonextant because it exists outside the bounds of the world. It also causes all submaps to initialize an additional column of atoms twice, or not initialize any if they spawn against the right edge of the map.
* Graves (#5622)
* Adds support for closets storing closets, and graves
* More Grave Things
* Chnglog
* Polaris Vision Tweaks
* Fix a couple of ticket bugs
Don't show admin character names when they reply, and this proc appears to take different options on tg, so was fixed here.
* Prevent people from removing papers from any distances.
* Removes maintenance access from cleanbots
This should stop them from wandering into maintenance never to be seen or heard from again.
* Remove very annoying midi tools
* Magazines improvements (#5666)
* Give sounds to emptying magazines
* Clear some trash in the saber magazines
* The magazine NOW behaves correctly.
* The second half and more casing noises.
* Fixes map and makes everything compile.
* 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
It's mostly the same, just a little more efficient. I added a 'preferences' var to pass a datum and decide whether or not to play the sound for that client based on some preference.
* Polaris initial plane upstream merge
* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT
* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.
* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking
Setting stuff like colorblindness variety and things.
* Remove NIF reference, fix lighting layer define
* Handle effects above lighting plane
* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE
* Merge: 3000% human/update_icons() speed improvement
* Merge: Avoid ghosts pointing at things
* Merge two not-really conflicts
Thanks git, that whitespace conflict was super important?
* DME merge
* Added defines for mobs used by simple animals.
* Lost a slime along the way
* Disable debug settings
* HONK!!!
* Remove redundant hostile decls
* Replace loc= with forceMove in old SA code
I guess I should think of the children.
Fixes auto blindness and no click on 510 servers, lessens the lag of
mesons and material scanners, and I suspect the general speed as well.
I only made it work for Polaris (and by extention, to our server, Eros),
and adapted it a bit.
Ported from:
7c2cc890ab
This updates synthetic limbs to make more sense. It tweaks what you can 'see' when examining people. If someone has a robotic leg but is wearing pants, how would you know that? If someone has a burn on their arm, but their jumpsuit sleeves down, how would you know that? If someone has a replacement Vey-Med arm, how would you know it's robotic? It also treats examining FBPs more 'realistically'. If they are covered except for their head, it doesn't matter if their whole body is Bishop robotic. If their head is Vey-Med and that's all you can see, they just look human to you.
So FBP manufacturers can have a 'lifelike' var set. Vey-Med has this. This makes the limbs not show obviously non-organic damage (dents) until they are more damaged and start showing wires/metal. Attempts to treat these limbs with medical stuff results in a different message. Manufacturers can also set individual blood colors. Vey-Med blood is now white, ala Bishop from Aliens.
isSynthetic proc = Is the mob actually synthetic, as in, mechanically for breathing/tox purposes?
looksSynthetic proc = Does the mob display outward signs of being synthetic? Based on head and torso and what's revealed.
Other fixes:
You can no longer attach limbs to non-existent parents. You can't give somone a foot on a leg that doesn't exist.
You can't attach fleshy limbs to robotic ones. BODIES DO NOT WORK THAT WAY.
'Synthetic' var on humans points to manufacturer if you need to grab it quickly. isSynthetic returns this as well.
Robolimb count (and thus overheating speed) updates whenever your limbs change.
Lifelike FBPs do not show a 'system offline glyph'.
isSynthetic and looksSynthetic moved to human_helpers becasue they were defined on human in mob_helpers
Nanopaste correctly repairs limbs using the new procs (both burn and brute, making it an expensive welder+wire)
* Consolidates copypasta for repairing robolimbs
Also prevents self-repairing a limb you are using to hold the tool
* Fixes robot organs becoming undamagable after reaching cap
* Fixes repairing with cable not using any cable, repairing with weldingtool not doing eyecheck
* Removes ORGAN_ROBOT and ORGAN_ASSISTED flags, fixes#13123
* Fixes damage to robotic limbs not triggering organ processing
At the same time, robotic limbs with damage don't need to process.
However, it's much safer to explicitly have robot limbs return 0 from
needs_process() instead of not rechecking bad external organs.
* Build on HarpyEagle changes to apply to Polaris
Had to apply the change from flag to an enumeration.
* Removes unneeded file
* Fix bruisepacks, remove heart
Well, the unused bay version of the heart anyway
* Tweaks examine, reverts isSynthetic
Reverted that because Bay doesn't use it the same way. Also changed Examine to not list every robo-limb on non-FBPs in red, but left them listed as normal per Spookerton
Players can now choose to not receive messages in OOC and deadchat from specific players, with the Ignore verb, or in the global preferences tab.
Ignores can be reverted with the Unignore verb, or with the global preferences tab as well.
This has no effect on IC chat. LOOC is also exempted from this. Admin messages cannot be blocked.
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``
Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.