* Begin clickcode attack_self fix
Begins the work to make everything call back to parent for attack_self so that signals are sacred.
* Makes MORE things call the attack_self() parent
Yes, I could make special_handling a var on obj/item HOWEVER i want it to be specific so it can be tracked down later and ONLY the objects that use it can be refactored instead of sitting there literally forever and it just becoming 'a thing'.
* Finishes making the rest of attack_self call parent.
As mentioned, things such as 'specialty_goggles' 'special_handling' and the such are only there to help with attack_self until the attack_self is recoded for those items.
* begone foul demon
* some more cleanup
* These
* GOD this was annoying
* yeh
* Fix this
* fLARES
* Thesee too
* toys!
* Even more!
* More fixes
* Even more
* rest of em
* these too
* Update syndie.dm
* hardref clear
* Update code/game/gamemodes/nuclear/pinpointer.dm
* Update code/game/objects/effects/mines.dm
* Update code/game/objects/items/blueprints_vr.dm
* Update code/game/objects/items/blueprints_vr.dm
* Update code/game/objects/items/contraband_vr.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/gunbox.dm
* Update code/game/objects/items/gunbox.dm
* Update code/game/objects/items/gunbox_vr.dm
* Update code/game/objects/items/gunbox_vr.dm
* Update code/game/objects/items/weapons/gift_wrappaper.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/crayons.dm
* Update code/game/objects/items/gunbox.dm
* these too
* Update maintpanel_stack.dm
* angry warning
* Fixes packaged snacks.
Fixes improper var default.
* Special handling for these
* proper poly types
* Fixes magclaws
Makes the 'features' it had just part of base magboots that can be adjusted via varswap.
* Fixes jackets
Fixes https://github.com/VOREStation/VOREStation/issues/18941
* Small bugfix
Makes p_Theyre properly capitialize
Makes examine show proper wording
* Update gift_wrappaper.dm
* click code start
* snake_span
* Update click.dm
* Update click.dm
* Update click.dm
* Update click.dm
* Fixes borg ctrl_click
Also implements allowing blocking of items being ctrl_clicked
* Makes the statpanel not annihilate peoples ratelimiter
Statpanel calls aren't really user controlled (and 180 of them get sent upon loading, as each verb counts as a topic calls when it calls Send-Tabs) so let's not count it towards the user when they log in.
* removal of machine var
* shimsham
* deprecation warnings
* COMSIG_LIVING_HANDLE_VISION signal
* improved
* more cleanup
* more fixes
* this is fine
* fixed radios
* notices for now, tgui fix
* cleaned up hud and vision parent calls, adds COMSIG_LIVING_HANDLE_HUD
* radios use tgui now
* guestpass does not need machine anymore
* cloning machine doesn't use it
* this arcade machine is tgui too
* autolathe does not need machine
* remaining cleanup
* doc fix
* fix
* logout handling
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* starts da map
* starting to shape up I think?
* moar edits
* we got lots more stuff now
* we got dorms now :)
* moar doarm and PRIVATE GAME ROOMS WOAG
* adds chip machine
* tidy dis up
* oops
* pretties up private game rooms a bit
* ok now the chip dispenser works
* Adds resleeving stuff
* Adds pixel-displaced children of punlic paintings
* mmmmmm maint stuff
* adds VIP rooms and more maint stuff
* that's a lotta shit made woooo
* its almost... done... (the main building is anyway)
* Let's get this bih to actually load
* And let's get some proper areas separating indoor and outdoor
* Makes casino hall turfs actually render as intended
* WE HAVE AREAS NOW
* don't need this big ol file any more
* MOSTLY finishes the mai nbuilding
* finally finishes the main building (for now)
* does some exterior stuff but now it's crashing WHY
* oops
* adds subvariant of floodlight that starts turned on
* adds areas for well, secret areas
* TOO MUCH new shit
* Does a silly thing to make properly underwater cave turfs
* adds "open" underwater turfs that are functionally transparent divable turfs
* more funny secrets
* Makes open water turfs show a darker view underneath for visual clarity
* okay I think it might be done now
* makes indoor water effect look a bit nicer
* I ALMOST FORGOT
* engoodens code surrounding multiple auto-resleevers existing
* FUCK
* DOUBLE FUCK
* Lets things with GLASSPASS move through TGMC widnows
* actually it makes more sense for the TF gun to be here
* Makes 🏴☠️ secret a bit nicer
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Prevents insta-actions
* Do_after sanity
NOTE: NUKE do_after_action
* Update bonfire.dm
* The rest of them
Also fixes a tpyo
* no minitest :)
* .
* .
* Gets rid of the slowdown for now
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Gets rid of hasvar usage
* thiiis
* moves damtype to /obj/item
* throwing
* Move vars moved
* matter as well
Pretty much only used for the robot lathe and when crafting...When you could only smelt down obj/item for its materials
* Update floor_light.dm
* exploitable
* this can be moved up...
* move persist to /item
you can't ever place /obj in storage anyway...It would imply you can store the supermatter, which I think we don't want.
* gets rid of being_used
I added this for xenoarch, that was a mistake
* move these
* move these to the base file
* Makes floorlight autolathe recipe not shit
* Update floor_light.dm
* Update floor_light.dm
* Mechs no longer gib when hitting things
---------
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
* Techwebs
* Add basic stock parts
* Techweb production machines
* Circuit Imprinter
* More work
* More designs
* More designs, nodes'
* More more
* Better sorting for designs
* Add the exosuit fab'
* More conversions
* More and more and more
* mechfab parts
* Modsuit Designs
* Pinnace baron
* Equipment
* more mechfab
* vehicles
* more mecha
* Micro mechs
* Update mechfab_designs.dm
* no time
* zero
* Update mechfab_designs.dm
* Prosthetics Fabricator and fixes
* Update maps to use new parts
* Whoops, fix a few maps
* Fix lint error
* Port scene tools
* Fireworks~~
* Don't label the sex toys as sex toys
* Fixup maps in TGM format
26517b7122: maps/virgo_minitest/virgo_minitest-1.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* Significant portion of designs converted
* Fix paths
* Fix tgui lints
* Just a whole bunch of designs
* Almost doneeee
* ALL DESIGNS CONVERTED
* Merk all of the old stuff
* Fix a few errors
* Fix more errors
* MORE FIX
* Make server control work
* Undo changes to archive
* Fix a TODO
* Make disks work
* Start the long process of finishing the node tree
* One more oops
* All mechfab designs
* Add departmental protolathes
* Down to 200 designs unsorted
* FINISH TECHWEBS
* Fuck whoops
* Remove the debug verbs
* Little map tweaks
* Fix mousedrop
* More map fixes
* Upstream bug lmao
* guess CI hates this
* Fixup maps in TGM format
fe062e7bc4: maps/tether/tether-03-surface3.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* I gotta stop committing this
* Change scree requested
* Make science able to print implants too
* Fix ghost spawns
* Move NSFW gun
* Merk partbundles, make janus module work
* Pretty animation when you complete the tree :)
* Don't display designs you can't print
* Move security protolathes to warden's office
* Make servers recover from power failure gracefully
* Make fabricators drop their mats on the ground when destroyed
* Ore Silo
* Make CI happy
* Fixup maps in TGM format
fe062e7bc4: maps/tether/tether-05-station1.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* Fix MC crash
* Make experiscanner work for borgs
* I REALLY gotta stop committing this
* Make scientists and the RD spawn with an experiscanner
* Lock NIFs behind scanning mice
* Make Biome happy
* Allow scanning Cocoa and Kendrick in case they can't find mice
* Change from Kendrick to Ratthew, ;help maint, or Brick
* Change the name of the /rat/pet class so the experiscanner is more helpful
* Add departmental_flags to a bunch of things
* Remove a few things from security's techfab
* Add a second engineering lathe to atmos
* Fix runtime recycling rig modules, add name to cost sequence
* Add a discount experiment for scanning slime cores
* Change some fluff and shuffle chameleon clothes to bluespace yadayada
* Make closets alt click immune
* Do a bunch of sorting
* Silly
* Hopefully fix all infinite material bugs in techwebs
* bad merge
* quick ai fix
* fix some robot stuff
* axe downlaod fully
* list
* no ref
* easier readable
---------
Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Port lootpanel without removing old obj panel
* Rip out the loot panel leaving examine tab intact
* some fixes
* we want nice icons
* that
* Switch to more robust hotkey detection
* Add a reminder to ctrl-r
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Combines all the engineering borg tools into one multitool
Sprites from /tg/
Combines:
Wirecutters, Crowbar, Welder, Wrench, Crowbar, Screwdriver
* this is a WAY better way to do it
* a
* dont worry about overlays anymore
* Better grippers and better lists
In which I go insane having to continually patch exploit after exploit in gripper code, resulting in it looking like a mad man's scribbles.
* No deleting shoes when putting them on someone
* empty pocket is now empty
* RENAMING stuff instead of copypaste
* MORE borg stuff
* more bugproofing
* Admin proc
* this
* this
* Framework for TGUI
* Update robot_simple_items.dm
* Fix
* Framework v2
* Update ModifyRobotMultiBelt.tsx
* goooo
* Update modify_robot.dm
* modify
* sub category
* .
* string to define
* some globs
* more
* .
* .
* .
* add sanely
* push that real quick
* .
* sanity
* .
* .
* .
* .
* .
* .
* .
* Cut
* .
* gives to those that need
* push
* clean up
* auto fix
* .
* .
* .
* getmodule
* Update robot_simple_items.dm
* .
* untyped
* Update stack.dm
* .
* .
* .
* .
* -
* .
* Update _map_selection.dm
* Update _map_selection.dm
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* forensics datum initial work
* typo fix
* glove recursion fix
* missing bloodtype on organ data
* removed frustrating and unneeded b_type var from humans
* no leaky
* listcheck
* documenting
* documentation
* some more new to init
* rigs
* rigs
* intellisense moment
* telcoms and landmarks
* fix that as well
* some more minor things
* re add missing message
* fix trash eating...
* Replace a bunch of sortBy with Array.sort()
* Fix styling
* a few less to go
* power monitor
* one less
* another one
* one less
* game prefs
* anyway this
* sort stackUI
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* next set of spans
* some more
* next
* next
* next
* .
* text...
* next... rest soon
* .
* .
* ok last set for the night
* .
* .
* .
* .
* some more
* next
* next
* all for now
* .
* some more easy ones
* some more easy ones
* .
* .
* some more bolds
* oups auto complete moment
* add the remaining spans
* this as well
* this as well
* .
* .,
* resync them properly
* Update settings
* Whitespace changes
* Comment out merger hooks in gitattributes
Corrupt maps would have to be resolved in repo before hooks could be updated
* Revert "Whitespace changes"
This reverts commit afbdd1d844.
* Whitespace again minus example
* Gitignore example changelog
* Restore changelog merge setting
* Keep older dmi hook attribute until hooks can be updated
* update vscode settings too
* Renormalize remaining
* Revert "Gitignore example changelog"
This reverts commit de22ad375d.
* Attempt to normalize example.yml (and another file I guess)
* Try again