* get_tool_quality has numerical meaning
* Basic tools set tool quality
* Toolspeed is replaced by tool quality checks
* Addresses assorted results from live test
* Extra cleanup
* Adds linter defines to repo.
* Uncomments linter defines already in the code.
* Resolves unreachable code linter errors.
* Nukes decade+ old syndie specops code except for computer since that's mapped in?????
* Resolves procs has no parent linter error.
* Proc signature fixes
* Bad comments
* "In" danger
* Type safety
* Implied nested list abuse
* Top level ..() usage
* Sleepy coder typos
* Invalid kwargs calls
* Pointless returns
* Linter hacks (see full message)
Byond doesn't care and it has no effect but linter doesn't like var/proc
for holding references to procs, despite that it's valid byond code.
Also, the linter seems to have serious issues figuring out relative
proc names. This commit is a sort of take-it-or-leave-it thing. It's not
required, it just cuts down on warnings, but this code is valid DM code.
* WHATEVER THIS IS
* Trick dreamchecker linter into ignoring this file's sins in it's weird use of vars
* Fix list decoration syntax - Its a list, not list of lists
- To declare that a var is a list you can `var/list/blah = list()` syntax or the `var/blah[0]` syntax. Both do exactly the same thing. But if you do `var/list/blah[0]` that is just like doing `var/list/list/blah = list()`
* Hopefully stops the ai holder subtype folder from going quantum and sometimes changes capitalization over time, and incidentally causing 20+ linter errors.
* Fixes unwrapped negated object in list linter error.
* Resolves colon-like list accessing linter error.
* Turns linter on in linter config.
* Fixes closet indentation properly and cleans up suit storage unit switch.
Co-authored-by: Aronai Sieyes <arokha@arokha.com>
Co-authored-by: Leshana <Leshana@users.noreply.github.com>
* Mecha Balance and Fighter Fixes
- Shields are no longer buildable by Robotics
- Fighters are now equipped with components that enable them to go fast
- Fighter step cost is now zero
* Mecha are now repairable
* Code Correction
* Mrowl
* Sideports a couple of init unit tests from Neb.
* Trying to unfuck initialize logic.
* Removing del()s.
* Adjusting return values to Initialize().
* Moving some dangerous object logic from obj onto the two types that use it.
* Rolling back some init changes and commenting out initialized atom unit test.
* this comment formatting is a minor war crime
* Removed sleep() from signaler circuit Initialize().
* Additional Init fixes post-rebase.
* Uncomments subsystem test since that's passing.
* Begins work on the Industrial expansion, ft hidden Lore
* Removed Painite, Quartz, and Void Opal from generation pending their eventual uses. Recipes modified to use them have been reverted of this use.
Fix Fix.
* Reset map to master.
* Add copper to Robotics, R&D, Engineering, and EVA.
* Baseline work for Department Goals. Implements round-end stats, based in 3 categories of roughly-more-interesting to less interesting.
* Active Goal Separation.
* Map.
* Actually does the second half of this in this PR instead of a different one.
* Allow mechs to butcher things with their drill.
- Vague copy of a TG feature, made difficult by their different code. Still, it works.
* Add changelog
A 1.5x modifier was added to strafing speed without much of any info. This is not something that should had been added without at least clearly saying it in the PR that introduced it.
Maybe it could comeback for shitty actuators, but seeing as we only have a single actuator variant at the moment, this has to go.
Self-explanatory.
Adds toggle to go back to the old-school SS13 legacy airlock sounds, including the glass windoor airlock sounds, and a toggle to disable the per-department door sounds, which some found jarring/unrealistic.
If Per-Department sounds are disabled, the department doors will use the default sounds except for open/close except for glass airlocks, which use cmd3o/c, and maintenance, which uses hall1o/c, following maintainer-requested behavior for these doors.
PR with changes from staff: https://github.com/PolarisSS13/Polaris/pull/7595
This also relocates the following sounds to be inside machines/door for more consistency:
- airlock.ogg
- airlockclose.ogg
- airlockforced.ogg
- airlock_creaking.ogg
- boltsup.ogg
- boltsdown.ogg
- blastdoorclose.ogg
- blastdooropen.ogg
- windowdoor.ogg
Demonstration Here (recorded before the change to make department doors use maintainer-chosen audio if department was disabled): https://giant.gfycat.com/WhichUniformBrahmancow.webm
- You can now toggle strafing by alt+clicking your mech, which should be much easier to control mid combat than trying to use the action button.
Ported from TG.
- Moved the missiles into a proper projectile file.
- Made it so the missile launcher actually FIRES things instead of throwing them and priming the missile.
- Copy things from TG for how the explosions are handled. Just use a regular explosion, that's weaker if it hits people.
- Updated the missile to an animated version from Teegee and stole a couple of their sprites too.
* Begins work on internal exosuit components, similar to Borgs.
* Large volume of work on exosuit components, Durand is tweaked to be higher cost in time and resources, since it requires AP to damage, without ions or explosives.
* Component Sprites
* Actually implement component repair, I knew I missed something.
* Magic numbers, properly typed lists, and indentations oh my
* Changeling
Adds a HUD for observers
Adds a HUD for rigs and mechs
Adds up/down buttons for AI hud
Add more tg style alerts
Fix some bugs with the tg alerts
Improve icon_states usage by caching it
Redo how respawning works, add a button to ghost hud for it