* Establish base working new_player tgui
* Tweak to fit virgo
* .
* fix that
* split that
* no as import
* clean up old code
* .
* .
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Allow engineers and chief engineers (not atmos techs) to see wire descriptions
* Oh I guess we already had that
* Add a way for admins to disable wire descriptions
* insanity
- Crawling
- Recursive Listeners
- Global Conversion to GLOB.
- Sound channels (and sound (but not looping sound yet))
- Species and gender specific sounds
- Admin proc to enable vore antag on a target
- Dying by being crushed inside of shoes now enables your vore_death flag
- *pain emote
- RNG Spaceslipping removed
- Selecting the groin with help intent will do a bellyrub on the target
- Xenochimera get lick wounds
- Wolves now get stomachs (and stomach overlays)
- Proper vantag handling
- Staff exiting will now notify staff
- Modular computers get a power on sound now
GET IN THERE
* whoops forgot to give it to mobs
* Bellyrubbing is now an emote
* Update vorestation.dme
* some small edits
actually gives voice freq a valid starting selection
makes the default voice less jarring
* Update atoms_movable.dm
* Update atoms_movable.dm
* Should not Sleep
* roughdraft that works for POI loader
needs the bells and whistles
* better queue
* Moved the procs to the subsystem itself
* Update pois.dm
* empty list
* Update pois.dm
* do it during init
* Berserker PSG
* Makes PSGs more acquirable.
- Makes PSGs more acquirable
- Standardizes the PSG names (PSG Variant-XXX)
- Adds the PSG-BIO to the CMO's locker and CMO supply crate(Just reduces toxin/oxygen/clone attack damage taken)
- Adds the PSG-Melee to the Pathfinder locker
- Adds the PSG-BIO to the Pathfinder Medic locker
- Adds the PSG-S to HoS locker (and HoS supply pack)
- Makes it so the Exploration shield pack has a melee and upgraded mining (mob combat) PSG
* Makes bodyscanners show missing internal organs
* Adds species check
Adds custom species check AND adds the missing organs to the printout
* Why could this not be put on there
* undef handling
* .
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Turret fix
* gets rid of hardcode
* Fixes fragmine miss chance
Makes it actually work with the new projectile system.
Makes it not have a 100% dodge chance if you step onto it
* do the shuffle
* 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
* Fixes some bad Destroy()s
Fixes some bad destroys on request of Kash, will need checking over that I've not misunderstood the instructions! This is all I had time to look through for now. Checked around 200-ish files.
* The rest of them
Found a quick way to look through them all
* Update chicken.dm
* fix that
* don't abuse destroy
* .
* move this up
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Added IDs to the list of edible trash eater items. Just like PDA's they require the owner to be watching when they're eaten.
Fixed PDA eating warning messages not being visible.
* Initial Port of tg's tgui 2.0
* initial
* first UI fixes
* fix retro theme
* rd console
* wiki theme
* better tgui say handling
* Ui scaling port
* smaller gap
* guh
* reset subcats on main cat change
* blink a bit later
* tofixed
* fixed
* currently not fully supported
* increase that
* fix powermonitor chart
* typescript up
* tgui core up
* Axes unused 'paused' variable from projectile code
* Remove TGUI in scrubber init
Moves it to only happen when a user interacts with it.
* Ghostpod tgui input from init -> LateInit
Ghost query REQUIRES a tgui input. It can't be fixed on that level.
Ghost pods however created a ghost query when spawned if they are NOT mapspawn. This means it can only be moved to lateinit, as far as I can see
* Moves borer ghost query from init to lateinit
* Better mob chasing. Gets rid of sleep in mob chasing
Moves Noodle's and Ian's snack tracking var to base /simple_mob
Moves Noodle's and Ian's tracking process from a individual proc of each to /simple_mob
Moves the sleeps out from the tracking proc and makes it a repeating timer.
Noodle now gets nutrition when you feed him.
* Moves blob query to lateinit
Once again, blob HAS to do a ghost query when it's created.
Ghost query will ALWAYS make a tgui window.
* No sleep in cyborg code
Moves pick_module() from /init on robot_module to /LateInit on /robot
photo showing it popped up the module select when I spawned in as a borg: https://i.imgur.com/5rGbqIR.png
* Moves AI controlled human's 'death' proc to LateInitialize
* Moves Corpse's processing from Init to LateInit
death() has a LOT that happens inside of it.
* Let's actually make it lateload on the human itself
* In case we don't want to auto kill ai controlled mobs
* Fixes death() some more
- Protean blobs will ALWAYS have a humanform, so that segment of code was unused.
- Makes the bulk of the exit VR section in a new perform_exit() proc
- Gets rid of the WIP proof of concept hack in there.
* whoops duplicate
* We will ALWAYS have a humanform. ALWAYS.
The server will CRASH if we do not.
* get rid of this...
* Makes corpsespawn work better
* more VR stuff
* No suspending the whole machines subsystem
* avatar
* as anything
* u2
* nolist
* forgot this one
* fix
* VR fix
Fixes an oversight with VR sleepers
* player initiated
* OVERSIGHT
* Update borer.dm
OF course WE DON'T have a mind, we're a GHOST.
Fixes borer spawning
* this was unused
no
* Defib and tank
* Defib, CPR, and stabilizer changes
qol: Defib now informs you WHY it's failing, so you can properly fix the problem.
balance: CPR can now REVIVE people if their HP is below a threshold with a 10% chance per CPR usage.
balance: CPR will cause the recipient to metabolize reagents.
balance: CPR now has a small chance of causing brute damage and rib fractures to the chest.
balance: Patient Stabilizer will cause the patient to metabolize reagents if dead.
* Broken bone fix
A fracture has a random chance of shifting around inside the first time you break it.
* shadekin runtime fix
* tgui
Adds two new TGUI states - living and living_adjacent
Fixes tram to allow mobs (and robots)
* Vital Organ chance fix
* flip flop
* dna vars to organ data
* bandaid for species
* get species data
* species cache in dna
* 200 runtimes fixed
* macrocoding
* small cleanup
* Seromi don't exist
Convert
This variable was NEVER EVEN USED
* extra tab fix
* pointless if removed
---------
Co-authored-by: C.L. <killer65311@gmail.com>
* More tweaks
Moves it up to use diamond and phoron like bluespare crystals use.
* .
* sass update
* Watch fixes
* no
* .
* eaeryl
* fixes that properly
* ...
* .
* No deleting mannequins
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Expanded leisure area on the tether
Significant changes to the tether's pool area. The tiny, highly exposed gym has been moved to the south of the pool, therefore a bit more secluded but also larger and prettied up. The neighbouring toilets now have a locker room. There is a small session room that can be locked on the south side of the gym. There is a very small sauna and massage room on the west of the pool. There are now a few tables and chairs around the pool now, and the old gym has been converted into another, more visible pool-themed cafe/bar (no alcohol!)
Also added treadmills.
* Wires and non-smoking area
* Conflict fix
* Revert "Conflict fix"
This reverts commit e8b98f8c7a.
* redo conflict fix