* Add status effect signals
* fix illegal assignments
* remote view drops on status effects
* missed
* protect turf decouple
* don't bother if we will just restart it anyway
* don't remove
* equiping items should end view too
* inconsistent login behavior
* this is triggering during laggy attach
* seems fixed
* keep order
* docing
* typo
* better doc
* lets try this
* keep old remote views for the decoupling
* 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>
* Fixes some medical issue stuff
Fixed medical issues not proccing for species that can't be infected.
Fixed medical issues so that they can be cured by ingested reagents too.
* Make the symptoms less frequent
* dizzy and jitter component
* no need for set_jittery
* minimize proc differences
* not needed
* jitter
* match old behavior
* jitter medical issue fix
I was so caught up in testing the complicated stuff that I neglected to properly test some of the symptoms and got my mins and maxes confused!
Fixed some symptoms doing doing nothing and added a couple more options.
* WIP medical issue GM tool
* Progress
* Basics are now working
* Surgery!
Needs more testing for each step, but the few I tried worked fine.
* body scanner complete
* Completed and tested!
* Fixes my terrible TGUI stuff
* Begin
* Begin 2
* move to tsx
* fix that UI
* fix gib
* bunch of fixes
* fix this one
* Nicer ahelp bot text formatting
* clean up all inputs
* .
* fix MC tab
* fix ore spawn
* with rare
* More filter stuff
* Cleaned up world
* Fix
* ummm
* .
* fix that
* .
* Begin
* Begin 2
* move to tsx
* fix that UI
* fix gib
* bunch of fixes
* fix this one
* clean up all inputs
* Nicer ahelp bot text formatting
* .
* fix MC tab
* fix ore spawn
* with rare
* More filter stuff
* Cleaned up world
* Fix
* Added missing props
* useContext fix
* .
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* 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
* .
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Added a new event collector objector that is designed for events where players have to gather items to complete a recipe. Has a lot of customisable options to create various types of machines with different functions, including one subtype set up for a near-future event.
* Adds Trait Genetics from Outpost21
Adds trait genetics from Outpost 21
- Tried to update each file it touched to be equivalent to their Chomp specific variants in order to maintain functionality and make sure no oddities would happen due to code differences. (Some things like the eardeaf loop were left there but commented out)
* Morph trait
* Fixes a server crashing bug with flip
aa
* flip
* Makes morph superpower better
- Makes it use the appearance_changer instead of 1000 different procs
- Makes cocoon weaver able to change eye and skin color.
I did NOT select you. BAD
* begone
* fix dna modifier
* Fixes massive memory leak
* Brain Runtime Fix
* There was no reason for this to be a spawn(0)
And no I didn't spawn with no blood - https://i.imgur.com/vPizqCD.png
* revert
revert the dna changes there
* Deconf
* gets rid of unused proc vars that did nothing
* expects enough free slots
* glob
* fixed and added two other tests
* another few tests
* this is a list
* fixed bad injector
* lets wrap these for sanity
* better feedback
* wrong name
* don't allow multiple occupants into the dna pod
* future traits will have activation levels instead of binary on/off
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Fixed activation text not appearing on generic items.
Fixed generic structure anchoring text being reversed.
Added a fear effect option to generic structures.
Added a Generic Item and associated Eventkit verb Spawn Generic Item. Much like the Generic structure but is designed for hand held devices that can be picked up.
To both of the item and structure, added a bunch of options for effects: Sparks, Flash, Flicker Lights and Spawn Item.
Added the ability to upload custom sprites to both verbs, by selecting "Upload Own Sprite" from the list of sprites, along with some warnings that non 32x sprites will need to have their positions adjusted.
Added a Generic Structure and associated Eventkit verb Spawn Generic Structure. This allows staff to create a structure with customisable interactions, ranging from whether it can be turned on, wrenched down and so on to how how long it takes to turn on, what text appears when it happens and if it plays a sound.
* 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
* Creates new proc in pda/messenger.dm to handle fake conversation creation
* Creates new eventkit datum and holder var on client for remembering identitities
* Creates new proc as eventkit R_FUN verb for managing prop identities
* Creates new proc on pda to create a fake event prop conversation in new eventkit
* Creates new topic in admin/view_variables/topic.dm and helper.dm to call new proc on pda
Adds new interface element to the "Mobspawner"
- AI Settings Section (besides position settings)
- - Button to toggle custom/default AI values
- - Button to select predefined AI types
- - Button to sanitized text input ANY faction
- - Button to select predefined attack intents
- - All above buttons default to the mob's type definition, unless unsafe, then they instead use hardcoded defaults