* Initial work
* small fix
* another fix
* this better?
* proper type
* condensing this a bit
* functioning
* death reporting subsystemed
* fixed
* cleanup
* use proper sql sending
* listvar
* add more climbable things
* moving things while climbing them is considered shaking
* tabbing fix
* knockdown should stop climbing
* no need to bother
* spaces
* more climbable objects
* fix
* small fixes
* office climbables
* yet more stuff
* engineering things
* a few more
* it's funny
* fixes
* additional
* Moved to element
* some more stragglers
* unneeded
* more graceful
* cliffs require special handling
* don't do dumb init things
* unneeded sanitization, mass insert sanitizes
* some small condition fixes
* return if climbable
* incorporeal check
* stop using numbers directly
* .
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* no more self callbacks on update fullness
* fix missing code
* Belly test
* import type
* full partiy
* .
* fix preview
* in belly to late join
* robot nutri
* .
* .
* update export
* finish open todos
* code cleanup
* fix some old slacking
* move this to a define
* fixing
* ,
* .
* Creates a Consume Belly Reagents pref (#10)
* Creates a Consume Belly Reagents pref
Added a Consume Belly Reagents pref that blocks the consumption of all reagents produced by a belly via reagent containers such as food, drink, beakers, pills, syringes and hyposprays. Seems to work well as intended.
* These changes at least do not cause any problems
* Missed this one
* Reverts reagent_names
* _BELLY versions
* Fixed typo
* .
* fix admin spawn mobs bellies
* also fix that bug
* hints
* fix that
* .
* initial
* should be all
* that is no longer needed
* fluids into hand items
I was convinced this was broken until it was pointed out that the item has to be ON THE GROUND to fill it...Instead of in your hand. That seems so convoluted.
ARC = active-hand reagent container. IRC = inactive-hand reagent container.
* some stuff
---------
Co-authored-by: SatinIsle <98125273+SatinIsle@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Add a lint to check for hrefs that don't start with byond://
* Regex convert href links
* Regex convert _src_ as well
* Clean up the last few
* Missed a few
* 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
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
Emitters no longer die by shooting a taser or laser tag gun at it.
Emitters don't explode if they are not on a powered wire with sufficient electricity in it. They will just crumple away instead if integrity is reduced to zero.
Taking any damage to the emitter no longer results in instant death due to me being an idiot awhile ago.
Emitters can be examined to see if they are damaged, and can be repaired by applying metal sheets to it.
Changes layout of the AI core, see picture in PR.
Moves APCs for core and upload to the backs of the rooms.
Critical APCs can somewhat resist EMP now.
Gives turrets a ten second timeout until they go underneath the turret covers, unless turned off manually or if they lose power.
Adds a new type of turret specifically for the AI upload/core. This type has more health, has a 1/3 chance to ignore EMP, and fires xray lasers, to counter ablative armor.
A new material called Durasteel has been added. It is made from Plasteel and diamonds, and boasts more toughness than Plasteel alone, as well as reflectivity. The inner walls of the AI core are made out of this new material, which makes emitters less helpful.
Emitters can be damaged by projectiles, and will explode if too much damage is sustained. Shooting a Durasteel wall will likely cause you to lose the emitter.
New AI core turrets turn green when on lethal, to show that xray is coming.
Merges the two meteor events into one, and now takes severity into consideration instead.
Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.
- Fixes for turrets, rogue drones, and emitters
- Removed muzzle flash from chem darts
- Converted emitters to use spanclasses and have correct capitalization
This should have little/no gameplay effect right now, just paving the
way for directional lights.
Replaced handle_rotation() on buckly things with this.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
A more thorough fix should probably involve providing a way for players
to control the flow rate.
Also tweaks emitters and allows collectors to be read using a multitool.