- Its now possible to put shuttle consoles on a shuttle without a specific subtype or mapediting the shuttle_tag on them.
- After shtutle initialization, SSshuttles gives each initialized shuttle the chance to scan its areas for consoles it wants to claim and configure.
* Fix Runtime in atoms_movable.dm,597: list index out of bounds
* Fix Runtime in floor_attackby.dm,118: Cannot execute 0.is crowbar().
* Fix null values being present in mob_list.
* Another fix for Runtime in update_icons.dm,254: Cannot execute null.GetUIState().
- This time lets just ensure dna is instantiated no matter who is calling dress_preview_mob().
* Fix Runtime in suit_storage_unit.dm,792: Cannot execute null.set machine().
- Also fixed other mixups of usr vs. user that I found in the same file.
* Fixes Runtime in find_spawning.dm,688: Cannot read null.origin_tech
- if this else if block is reached, new_item must not exist, so we obviously can't set origin_tech on it. Examination of the code seems to suggest the original author intended that for any "talking" items to have arcane and precursor tech; since src is now being made talking, src should get the tech.
* Fix talking artifacts downgrading arcane/precursor tech
- Bump up the values by one for talking artifact items instead of overwriting whatever the value was.
* 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
- This mirrors original sources from Bay. Nano file was apparently moved from there, but code file was not.
- As for intent of this function (i coded it originally on Bay), EPR can be considered "Amount of canisters worth of gas in the core chamber", hence the weird 23.1 constant. Unlike pressure reading, this does not change with temperature, so it can be used to accurately monitor actual amount of gas in the chamber without having to take temperature in effect.
- I know the constant is kind of shady. It could possibly be recalculated using atmos constants, but i suck at math too much to do that. If anyone who knows atmos math can find a better alternative, i will gladly toss it in instead.
Fix an issue whereby when reconnecting to the server after disconnecting/losing connection your internals HUD element will always be off, even if you're actually still breathing from a tank.
Now it checks & shows the correct state so you don't panic after lagging out IN SPACE AAAAAHHHH
- Basically just refactor doWork() into fire() with the capablity to return in the middle with MC_TICK_CHECK.
- Move some vars around to be more organized.
- Only functional change is that when a turf is queued twice in one cycle, the second queue moves it to the end of the list instead of it being in the queue twice