650 Commits
Author SHA1 Message Date
KashargulandGitHub d872e9607a Revert "[READY] Taursuits and Tail socks [IDB IGNORE] (#19611)" (#19661)
This reverts commit 3e28b73e01.
2026-08-14 17:32:53 +02:00
3e28b73e01 [READY] Taursuits and Tail socks [IDB IGNORE] (#19611)
* Consolidation and Sorting Taurs

There has been an excellent consolidation of taur bodies, but the taur.dm file still has the big legs and long tails in them... which these are not taur bodies and have been evicted. Taur bodies have been broken into multiple files to improve readability. Tails will be receiving a similar break up later.

Some pathing was adjusted to make inheritence a lot easier. They've also been made alphabetical.

Prelude to Taur suits.

* Sorted Alphabetically now

* Update taur_animal.dm

* sprite maintenance

Kitsune given triple color zones like fox taurs

Feline sprites consistent for what they modify. Some of them were misaligned weirdly. Giant spider taurs have coloration where needed, and aren't colored, as are the CITADEL ported wolf taurs.

* Make sure this gets cleaned up to avoid confus

* actually y'know what, let's just do it.

Tails sorted.

Old, uncolored sprites removed:
squirrel, orange/red
stripe taj, brown
bear, brow
wisewolf
wolf grey, green, black
mouse pink

Changed sprites:
Cross fox (regular) has three color zones now
Wolf has the tail tip colorable now
Tucker0666 and HooDoo's snowflake stuff named to them

* TaurClothingCutter tool and assorted assets

Bastardized from the old Human Cutter tool made ages ago, permits cookie-cutting the custom sprited tauric suits (Made by Poojawa) into the taur shape, with padding to include certain extra details like bulk or Imperium Monk, etc.

Bedsheet is to be added after. More info in .md

* Begin Tailsock vars

Also adding praliminary bunny taur cutouts, it'll be further trimmed for sock positioning.

* We'll make the taur specific tailsock seperate

snip snip snip!

* unfucks feline taur sprites

Turns out someone decided that feline taurs each needed uniquely identical sprites. and didn't bother to give the regular version a normal tail wag.

Now it's just normal, normal (wag). Fat, fat (wag), Marking 1 (chest, belly, feet), Marking2 (chest and belly) and Marking2_2 (feet).

Tiger simplified in the same way.

* Copied some homework from RS

this allows for the sock to appear, sometimes.

* adjusting fox cutter

* Batch actionable suit cutting

Otie is prepped for this, but you shouldn't batch longs and shorts at the same time for sanity's sake. or if you do, just rename the short version sotie or something I guess

Mobius suit moved from fullsuits to coats, preserves a lot more of the overcoat look like this

* Fresh cutouts, moved relevant files

Now we can bother people for review assistance. yay!

* Update ATTRIBUTIONS.md

Yeah! I think this is correct. I dunno. Seems like a good idea I guess.

Gunlocker stuff is there because I'm gunna port that soon too.

* actually getting it to compile

* Tail sock toggle & sealed state for voidsuits

I'm crashing out from how poorly upkept digitigrade suits are, but this needs to be fixed in a different PR, I'll leave my distracted regular human mob suits in here.

When my legacy template is still in the files but it's missing like, 80% of suit sprites... probably a bunch of uniform sprites too. uhg.

* scrape up the last few missing suits

I'm absolutely going to end up doing digitigrade suits too. Fucking watch me.

* I sorted mob and mob_digi.dmi

Unused (returned nothing on a quick search) placed into mob_unsued just in case, but most of the digi ones are leftovers from my own work back at Citadel. Wew lad.

* resolve compile issues

* TODO: Strip out or Flick() emotes with old wag

We no longer utilize the randomize system because it just never bloody worked right. And few people, if any, want to do NINE different wag animations for 200+ tails. Nah bro. Yeet. Now a player's chosen custom tail will be asked for, instead of the base species one.

* lmao, belly suffication linter check....

* more sprite work, mostly to get socks rendering

Added wag states for husky, deer, otie taurs, icon_sprite_tag hijacked for its use for tailsocks on taurs, which was previously only saddlebacks.

The majority of the tails_animal base sprites have had their markings unified, the overlay is still drawn on top, but the base sprite needs to be whole or there's holes in the tailsock. It's ok. You can just layer your markings on top...

* Update taur_animal.dm

* Assign Tail sock colors and other vars

* orite the item version needs to match name wise

* Updates with missing suit sprites

the missing ones are probably never used but someone might use 'em

Adding batch action, single outfit option to the cutter that won't do the entire sprite sheet

* Update TaurClothingCutter.dm

* Adding ability to toggle the full suit or clipped

Because I know people will grumble otherwise. pff.

cleans up some of my mess too, how about that.

* Adds blood sprites for taur suits

* Update vorestation.dme

* Poking at resolving North tailface being hidden

Also preparing Bunny taur, Scoli, and Sloog sprites for taursuit conversion. polishing socks to exist accordingly.

We'll figure things out, slowly ~

* apply_tailsock_layer(reducing Kesh blood pressure)

<3

North facing works for regular tails, but not for taur tails, but that's fine, we're making exceptional progress.

* Adding support for more taurs

Bunny, Scoli, Sloog, Husky (and wolftg) taurs all now have working suit support.

bunny and husky had some modified fluff on the chest/butt respectively to fit the premade suits. Sloog needs custom shoes to fix the six leg vs four leg sprites. but that's for another day. the sock will cover the missing pixels anyway.

Fixed extra sprites for the spotted drake/lizard states, we really only ever need the single base sprite!

also a more progress on getting the sock marking section updated for north facement layering. as well as the vars for proper icon states. added a 'none' state to avoid null icon issues.

* Update taur_socks.dmi

* Update taur_reptile.dm

* few more tweaks

* refractor tail render code to mutable_appearance

Extremely overdue! I like this puzzle box of a project, honestly.

also cleans up a lot of the procs related to tail generation, vore tails, and even wings get covered in tailsock now, tied to the toggle.

* please for the love of fuck stop kidnapping taurs

* fiddle fiddle...

* fix missing markings. evicted surplus naga alt

seriously, two alt naga types that are literally identical in shape and first overlay. why tho.

* clipping code should work better now

Improved some taur clipping masks like Giant Spiders and Husky

removed extraneous bigsnaketail, smooth tail icons

Adds adorable bubble helms to tailmaw (anthro and naga) socks!

still fiddling with tailsock code. the amount of nonsense layer code is...

* Purge snowflake species to default to mob.dmi

Default support, tailsocks will render on space suits, digi suits won't hiccup. Snowflake icons in icons/inventory/suit/mob_<species>.dmi preserved if someone wants to adapt alternatives for the big Unathi shoulder pauldrons or whatever. No on-sprite tail needed!

Teshari obviously excluded from these changes, as well as Altevian

* ...fiddle increases

* Update update_icons.dm

* fiddle fiddle... fukkit bedtime

* IT WORKS

Yeet HIDETAIL, no longer needed!!!!!

Custom tailsock states specific to uncolored tails + snowflake
cleaned up tailsock marking overlays a bit better.
Peacock tail moved to general use.

Full backpacks still maximum layer appearance'd, don't know the fuck why. Use a sachel. Will impliment saddlebags at some point for every version of backpack.

* Cleaning up

added missing snaketail_stripes, makes sure do_coloration is respected for those bodies that won't need a sock

Missing states, BEGON!

Also we properly retire the old sprite_accessories_tail file.  Shift bunny into taur_animal and the other rogue-star stuff into tails_long.

* Fixing some byond mischief

Sorted Update_icons a bit more, putting wing procs together, moving the flying proc checks to living_vr and human_powers_vr

forcing suits to clear their taurized stat more aggressively on equip and dropping. Removing the flip-flop check for making something taurized. Also cleaning up single letter vars

fixing a case of too-many-godamn-layers in the tailsock code. Also shoves north facing to actually drawing over backpacks on north face

Unless body designer code calls for all equipment to be re-equipped upon exiting the various methods, there will need to be a manual on/off of modified clothes to fix 'em. But if you're nude then you won't have this issue.

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2026-08-12 10:34:24 -04:00
GutiandGitHub 9cd4198626 Fix these (#19530) 2026-06-20 21:52:40 +02:00
KashargulandGitHub 5926589c16 removes var/ inside all procs (#19450)
* removes var/ inside all procs

* .

* ugh
2026-05-05 10:55:17 +02:00
Cameron LennoxandGitHub 51b00a200c Magboot and glove fix (#19415)
* Magboot and glove fix

* Update armblade.dm

* Update leash.dm
2026-04-16 10:40:31 -04:00
Cameron LennoxandGitHub d8c1932cb9 Flammable Items, Abstractness, and hypnosis (#19267)
* Laser Eyes

* Update dna.dm

* Mecha

* Update positive_genes.dm

* These

* These 2

* yeh

* Rest of these

* Update turf.dm

* Update food.dm

* Some moar

* mooove

* Update vorestation.dme

* Update burning.dm

* firesuit

* flags

* HYPNOCOLOR

* xd

* no filter

* dc

* Update ore_bag.dm

* Update misc.dm

* Update misc.dm
2026-04-13 00:30:02 -04:00
26e9c25673 Recipes and Fryer Fixes (#19250)
* Recipies WIP

* moves this back to lazyadd

was testing

* fix alist VV and recipe globs

* change oven

* .

* .

* .

* adjust appliance tgui

* .

* eh

* .

* .

* small visual fix

* Clean up our food items

* Update _appliance.dm

* pouring

* frier oil level

* sizzlin

* slrok

---------

Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2026-04-12 17:40:44 -04:00
8e357dd556 EMP & Wires refactor (#19401)
* EMP Refactor

* EVERYBODY gets wires

* Shield gen

* fix

* Fix those

* Changes

* ,

* kill

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2026-04-11 15:05:41 -04:00
Cameron LennoxandGitHub 453080616b SM, Tesla, and general engineering adjustments [MDB IGNORE] [IDB IGNORE] (#19339)
* Update supermatter.dm

* fix

* clamps these

* gwah

* Stops tesla from zapping unwrenched coils

* tesla upgrade

* unglobals this

* fix these

* Update coil.dm

* Update coil.dm

* Descriptions

* Update coil.dm

* Update coil.dm

* Update coil.dm

* Update coil.dm

* Update coil.dm

* ranges

* UGH

* Update vorestation.dme

* meth

* monster math

* Update coil.dm

* Update coil.dm

* Update coil.dm

* THEY DID THE MATH

* the monster math

* egwah

* desc

* Update coil.dm

* Returns

* Update coil.dm

* Lowers amount gained

* this

* im dumb

* tesy

* Update coil.dm

* Update coil.dm

* fixes initial density on blast doors

* dot

* fixes these

* Mapper Tools

* icon

* these

* Fixes the sound following people

* recursive geigers

* Make this a proc

* Update supermatter.dm

* less ear destroying

* these

* makes canisters not get softlocked

* Hotkeys

* proper return

* Makes shield gen useful. Gets rid of a harddel

Adds hydromagnetic trap

* math

* Makes buttons more clear.

* lol

* Fixes ancient runtime

* Adds craftable mass driver buttons

* button

* fixes this

* Makes misclicks not destroy solar panels

* Update solar.dm

* fix this

* make them both numbers

* upports reflectors

* Update reflector.dm

* Update reflectors.dm

* solar panel and climbable

* Gets rid of 'as X'

* Adds account console

* Update vorestation.dme

* Craftable message server

* Update message_server.dm

* These

* con struct

* Update smartfridge.dm

* whoop

* edits
2026-03-26 22:20:06 -04:00
Cameron LennoxandGitHub cbc4151bfb Radiation Refactor (#19270)
* Part 1

* WIP

* The rest of these

* More stuff

* Whoops, did that wrong

* typo

* gweeen

* This all works

* SHOWER

* Rads

* awa

* rad

* Update life.dm

* edits

* Makes lvl 3 rads give you a warning.

You should already know by this point, but this makes it EXTRA clear you're getting fucked

* Update vorestation.dme

* aaa

* propagate

* gwah

* more fixes

* AAA

* Update radiation.dm

* Update radiation.dm

* mobs rads

* rads

* fix this

* Update _reagents.dm

* these

* Get rid of these

* rad

* Update config.txt

* fixed

* Update radiation_effects.dm
2026-03-22 12:29:09 -04:00
WillandGitHub a73267de09 Cryogaia Archiving Part 1 (#19184)
* some of it

* storage explorer suits, and Victorian suits

* trailer blazers

* clean up

* trailblazers in techweb

* mined turf needs to work too

* icepick and shovel teckweb

* wrong path

* backward

* rename that
2026-03-11 15:00:29 +01:00
AzzyandGitHub e0aabe5914 Talon update: Porting uniforms, updating map and equipment (#19220)
* talon uniform

* Talon update

* Update talon_v2.dmm

Playing

* Talon fix and a new Slogan!

* talon fax

* For admins set up talon company fax

+ paperworks can use [talogo]

* Add FAX word

* Talon seal addation

* Fix and Updating the Talon map

Regarding the Talon map, I brought it to the appearance of the Rogue Star. So that players on both servers feel as little strange as possible when playing on the same ship, even on different servers.

* Update talon_v2.dmm

bluespace

* Fixup maps in TGM format

a89e3f1f87: maps/offmap_vr/talon/talon_v2.dmm

Automatically commited by: tools\mapmerge2\fixup.py

* Update talon_v2.dm

* Update talon_v2.dm

* sprite fix

* Forgot to add a fix

Fix for stamp and logo for correct work

* Delete custom_items.txt

accidentally add that in PR, now rempve that
2026-03-04 05:14:20 -08:00
GutiandGitHub b7ec6aba4b Fix & Spelling (#18981) 2026-01-04 10:46:55 +01:00
GutiandGitHub 3889dc69ab Adds the weather anomaly (#18960)
* Weather anomaly

* Rest of the stuff

* Stomach acids to normal acids

* Changes
2026-01-01 14:39:44 -05:00
Cameron LennoxandGitHub d5849910e5 Begin clickcode attack_self fix (#18797)
* 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
2025-12-29 13:21:10 -05:00
GutiGitHubvorestation-ci[bot] <199609141+vorestation-ci[bot]@users.noreply.github.com>
d59ad9df0c Ports TG Anomalies (#18794)
* Anomalies

* Tiles

* Automatic changelog compile [ci skip]

* Bioscramble

* Reactive armour

* Reactive

* .

* Automatic changelog compile [ci skip]

* hallucination

* Snowy

* Bit of polishing

* change

* Cargo & Research

* fimx

* Anomaly stuffs

* Bioscrambler + Terrible fire armour

* Adjustment

* Less spammy

* Changes

---------

Co-authored-by: vorestation-ci[bot] <199609141+vorestation-ci[bot]@users.noreply.github.com>
2025-12-11 06:47:48 -05:00
Cameron LennoxandGitHub 674c3570d3 Some more suit fixes (#18855)
Fixes hand sprites
Fixes #18548
2025-12-09 23:24:34 +01:00
Cameron LennoxandGitHub 4924a73ba2 Start of TG Click Code Port (#18734)
* 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.
2025-12-06 01:13:12 -05:00
AroliacueGitHubvorestation-ci[bot] <199609141+vorestation-ci[bot]@users.noreply.github.com>Aroliacue
3691e32da6 New Neo (tg/downstream) Clothing Options - HOS Edition (#18731)
* Automatic changelog compile [ci skip]

* New Neo (tg/downstream) Clothing Options - HOS Edition

* conflict fix 2

---------

Co-authored-by: vorestation-ci[bot] <199609141+vorestation-ci[bot]@users.noreply.github.com>
Co-authored-by: Aroliacue <avaylaiss34@gmail.com>
2025-11-17 07:08:19 -05:00
Cameron LennoxandGitHub ee47237aa7 The Great Lasertag Update (#18691)
* Save~

* Fixes launch_many_projectiles having 100% miss chance

Adds laser landmines.
Makes it so portable turrets don't do janky BS for lasertag.
Gives portable lasertag turrets a fun emag/EMP effect

* emag and equipment

* cargo

* tur et

* milsim rp

* clarify

* PLEASE I HAVE A FAMILY

* cries

* signal drop

* no spawn
2025-11-08 03:13:33 +01:00
Cameron LennoxandGitHub a425f3e663 EMP cleanup (#18682) 2025-11-08 02:05:08 +01:00
14cdd67eed Shibari! (#18514)
* Shibari!

Added a new scene item, shibari bindings!
These by default only cover the torso, but by clicking on them in your hands, they can also be set to bind arms and legs, acting in a similar way to handcuffs. They are worn in the suit slot.

They can be found in the costume vendors, maint and the restraints crate from cargo.

They have sprites for humanoid mobs and digitigrade legs, but not tesh yet.

* Fix mistake

Fixes error in previous commit

* Update code/game/objects/items/weapons/handcuffs.dm

Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>

* Update code/modules/mob/living/carbon/human/human.dm

Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>

* Make these defines to prevent copy paste errors

---------

Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-09-21 23:52:55 +02:00
6e463de693 clothing _vr dmi cleanup: hats and headwear [IDB IGNORE] (#18348)
* _vr dmi cleanup: backpacks, bags, and belts

* _vr dmi cleanup: backpacks, bags, and belts

* dmi cleanup: ears/headsets

* clothing _vr dmi cleanup: hats and headgear

* Update rig_pieces.dm

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-09-10 21:47:18 -04:00
11284ddd1e Methane Atmogas (#18363)
* initial port

* atmolast

* tank icons

* defines for gas names

* oop

* icons

* methane condensing

* tank_vr merge

* old icons too

* tank and safe toxin levels stuff

* doop

* gas condensing toxins

* choking methane

* tank sprites for worn on mob

* atmos tank sign

* SM monitor

* cleanup

* copypasta cleanup

* fixed gas sensor data

* proper sensor

* biome issue

* standardize these

* Update life.dm

* Update life.dm

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-09-04 20:23:24 -04:00
cf9267add3 Woops, tiny itty bitty mask fixup (#18414)
Co-authored-by: Tost <Tost>
2025-09-04 21:14:32 +02:00
9e9fdfe1ff Returns the clear masks. (#18413)
Co-authored-by: Tost <Tost>
2025-09-04 20:09:13 +02:00
Cameron LennoxandGitHub cc246f5c85 Metamorphic suits [IDB IGNORE] (#18259)
* Clothing fallback

Makes clothing have a fallback in the event of a custom species file not having the appropriate icon state.

* some logging

* Metamorphic Config

* Consolidates all the /suit sprites

* replace these

* these

* final

* suit item consolidation

* No config

* Fixes this

This got messed up during a decon

* Update sprite_sheets.dm

* Upports some sprites
2025-08-19 23:09:59 -04:00
GutiandGitHub 41472477ce Miscellaneous Virology Update (#18039)
* Roanoake + heal

* Robutt

* Buff suits

* Macrophages

* More symptoms!!

* Infective component
2025-07-23 22:55:39 +02:00
Cameron LennoxandGitHub 0f6472201b LAB (#17998) 2025-07-13 15:55:08 +02:00
SatinIsleandGitHub fe4f1bd7c9 Updated fantasy redgate (#17666)
* Changes knight armour slowdown

Changed the knight armours to have a slowdown of 0.5 instead of 0, and the robin version to have a slowdown of 0 rather than -1. On this server these are mostly used just as fluff items for the fantasy areas, and people have been rushing to the robin armour in the fantasy redgate due to its movement speed boost. Rather than removing the armour from the map, making it not a straight up movement buff and letting people still find it is better, as it's not used elsewhere.

* Fantasy redgate changes

Added new variants of knight armours that have lower stats and small slowdown, but can be found around the fantasy redgate instead of the buffed PoI rewards.

Replaced the murder fire smoke from the burning building with harmless smoke.
2025-05-05 11:38:24 +02:00
KillianandGitHub 18d348bf07 sleeveless duster (#17538) 2025-04-17 13:57:34 +02:00
KashargulandGitHub cdfa1c853f New to init final (#17512)
* Initial

* some more

* next few

* only light left

* fix things up

* some rmore fixes

* guh

* Update ai_vr.dm

* comment

* lets try something

* .

* hmm

* .

* .

* hmm

* push that here

* fix layout

* grrr
2025-04-14 00:07:35 +02:00
TheGreatKitsuneandGitHub 0522ea795a Fixes teshari radiation hood sprite (#17406) 2025-03-23 01:29:52 +01:00
Cameron LennoxandGitHub 9ac839dbcb Makes radsuits give tesh normal slowdown (#17394)
Instead of doubled.
Tesh naturally have doubled slowdown, so this makes the small rad suit have a reason to exist.
2025-03-21 21:06:12 +01:00
Cameron LennoxandGitHub 1efd3719da Makes a few loadout fluff items NOT give you 50% armor (#17335)
* Makes a loadout fluff item NOT give you 50% armor

* these too

* Adjusts numbers
2025-03-18 15:36:16 +01:00
Cameron LennoxandGitHub 032196072a No more fake hoods (#17314)
* No more fake hoods

Fixes #17306

* Moves the vars to be with the normal /suit

Also cleans up the code a bit.

* Moves the hood stuff to /suit

The rest of the snowflake code needs to be moved from being specific code on its children to /suit.

* fixes the code further

* hoodup

* Gets rid of the overrides

Sprites still work. See: https://i.imgur.com/3qvHaZz.png
2025-03-14 22:39:07 +01:00
c8aff28c5b space cleanup (#17300)
* space cleanup

* this

* this too

---------

Co-authored-by: Cameron Lennox <killer65311@gmail.com>
2025-03-14 06:37:13 -04:00
b36e238cd1 Cleaned up every clothing item to use defined pocket lists #35 (#17235)
* cleaned up every clothing item to use defined pocket lists

* oop, changeling armor weird

* invalid prybar

* allow any emergency tank, for non-oxy breathers

---------

Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
2025-03-12 16:32:55 -04:00
KashargulandGitHub 1def015bad end of file Fix (#17308)
* end of file Fix

* fix those lints too
2025-03-10 16:15:35 -04:00
6a157d8614 Rig glovefix and Clothing protection fix (#17118)
* Fixes RIG gear to not drop your equipped items

Fixes the rig gear to not drop your equipped gear after undeployment

* better fix

* Fixes suits and RIGS

- Makes rigsuits no longer eat your gloves
- Allows you to properly wear a ring under a rigsuit
- Gets rid of a LOT of duplicate var  = XYZ in places
- Makes it so clothing actually properly provide protection to the areas they're covering. (This doesn't change anything unless their actual min_cold_protection or max_heat_protection is adjusted!)
- Adds a define for CHEST which is just UPPER_TORSO|LOWER_TORSO to make it clear it's protecting your WHOLE chest at a glance.
- Gives some things like knee-high and thigh-high boots proper leg protection

* Clothing unit test

* fixes

* oops

* hoods are snowflakes

* hood fix

* path fix

* no nullspace turf

* nullcheck

* don't test devwarning cloths

* ignore this too

* more exclusions

* more exclusions, disabled species test

* Changes So Far

* holding/wearing icons for clothing

* fixed

* more fixes

* lets try this again

* go

* tesh cloak

* some more

* devwarning

* the cursed one

* oops

* fixed species scan

* Update clothing.dm

* restrict this down a bit more, we don't want unit-test to choke

* no more CI killer

* suit defined name twice

* suit

* some more exclusions

* etc

* gwah

* gwah

* clarifying exclusions

* yet more exclusions

* another set of exclusions

* ranger

* compile

* more bitflag

* yet more exclusions

* more

* more missing

* Update sifguard.dm

comment (also to wake up travis)

* more exclusions

* sifguard

* more exclusions

* more

* send help, yes more exclusions

* lost to time

* skrell stuff

* offear is special

* fixes more and unbreaks protean rigs

* The big one

* wrong ifdef

* more

* boots

* Update accessory.dm

* small object fix

* lets be more careful

* Does this fix the signal

* is it the signal?

* FIXES THE REST OF THEM

* wah

* disable test

* the last one

* fix signal check

* fixes

* ignore storage

* teshari blacklist

* tesh

* God speed

* fixed progression removed lizard

* fixes some i guess but what's the point

* disable indepth check

* START ROBOT SPRITE VALIDITY

* Revert "START ROBOT SPRITE VALIDITY"

This reverts commit c9bfb7e9ce.

* consistency with another test

* yuh uh

---------

Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
2025-03-01 11:56:30 -05:00
KashargulandGitHub 3d9113eae3 removes center of mass list (#17064)
* removes center of mass list

* .

* .

* fix that icon

* .
2025-02-05 14:06:59 -05:00
KillianandGitHub fa3458c11b De-collide-oscope (#16938)
* de-collide-oscope

* de-collide-oscope: taur cleanup

* de-collide-oscope: ears cleanup

* Update vorestation.dme

* de-collide-oscope: taur cleanup

now with added tiger bits

* de-collide-oscope: taur cleanup

tiger markings in dmis

* de-collide-oscope: misc. housekeeping

seperates hair, beards, and markings out into subfiles

* de-collide-oscope: tails and markings cleanup

* de-collide-oscope: small markings port

* de-collide-oscope: marking name fix

did you know that you can't use a + sign in a marking datum name? now you do!

* de-collide-oscope: CI rerun
2025-01-25 16:15:38 -05:00
KashargulandGitHub e88ba26a8a Fixes up some more icon and map issues [MDB Ignore] (#16914)
* Fixes up some more icon and map issues

* change those
2025-01-25 11:16:14 -05:00
Killian 433aa9a0a3 ace security outfit 2025-01-12 22:07:36 +00:00
Kashargul 0436afea65 some dropped sanity 2025-01-06 21:14:40 +01:00
KashargulandGitHub 59b9802628 some istype to macros (#16826) 2025-01-06 06:45:02 +10:00
KashargulandGitHub 7c8471db72 fix hooded wintercoat action staying (#16778) 2024-12-29 13:47:47 +01:00
ShadowLarkensandGitHub bcc107c7cd Ports tgstation/tgstation/pull/15673 (#16495)
* Ports tgstation/tgstation/pull/15673

* Add a small delay to icon updating to cover up SSoverlays

* Fix actions on robot modules
2024-10-20 17:12:24 +02:00
Kashargul a2c673ab7a refactors most spans 2024-10-02 21:10:31 +02:00
Guti f4f5476121 Merge branch 'master' into weapon-removal 2024-09-18 18:07:43 +02:00