* tgui 516
* nuking
* .
* .
* redux test
* this
* no longer in use
* removes debugs for now until someone ports the macro handling
* import types
* .
* maxWidth
* temp fix
* fix type import
* fix that
* also that
* version up
* also push this while on it
* rid of that
* dependency up
* allow mark up inputs
* update
* mb to search
* add scroll to nanoMap
* type fixing
* Update ExportTab.tsx
* Update index.tsx
* Update XenoarchReplicator.tsx
* Update XenoarchReplicator_clothing_vr.tsx
* Update XenoarchReplicator_clothing_vr.tsx
* Update XenoarchReplicator.tsx
* crew monitor improvements
* types
* 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>
* More xenoarch tweaks
fix: Xenoarch gas effects will no longer have a 1/3 chance of not working when spawned in.
fix: Gas artifacts no longer overpopulate the artifact pool
qol: Gas artifacts and temperature artifacts can no longer be 'spam-toggled' and will instead only be aura artifacts.
code: Made a global blacklist for artifacts that should not spawn in global_lists.dm
* getouttahere
* fixes a critical bug with artifact triggers
* Gets rid of gas activated anomalies
Feedback has been overwhelming negative for gas trigger anomalies, so they have been removed. (I expected this. See: My coder comments) but wanted to give it a chance since more xenoarch players were coming into the scene.
* Adds more anomaly batteries.
Adds them to the protolathe
* Some more xenoarch tweaks
- Makes scanpads and harvesters craftable
- Makes harvesters upgradable
- Fixes typo in the battery ID & desc
- Fixes harvester charge logic to NOT be garbage
* whoopsies
* clarification
* more effect->trigger fixes
this one didnt matter since both were 0 but still
* Better logic
* Obey gloves
Fixes a lot of bugs with Unarmed Attack logic.
- You can not stomp while buckled now.
- You can not kick while buckled now.
- You can not bite while buckled now.
- Fixes it so the click code can properly get to unarmed attack code now, allowing it to run it's proper checks to see if you can attack or not instead of just always returning false.
- Changes some vars from 0 to FALSE where indicated.
- Gets rid of some needless = FALSE when it was already on the parent
- Fixes gloves increasing damage on anything other than punches.
* designer
* finished off remaining body designer stuff, name etc
* merged _vr file, added note to use this
* harddel fix
* this one too
* unifies subtabs, adds search and improves layout
* fixes a longstanding issue with marking color appearance changer
It was feeding a /list (The object) to the color picker and the color picker just rolled with it and said 'sure'.
Now with actual sanity TGUI color picker freaks out and goes 'wtf'
This makes it actually feed a color input into the color picker.
* quick push
* adds hair grad to body designer
* push
* color works again
* hair gradient for body designer
* deconf
* Gets rid of duplicate datum
* no test tonight
* spotty fat
* Condenses hair_extras. Fixes a few missing.
Also adds a new cosmetics_tests unit test.
* fixes the rest of the sprites
* lets try this test
* why did that test compile
* another test ENHANCEMENT(fix)
* More aggressive unittest
* fixie
* invisible tail has snowflake handling
* fix for invis check
* oops
* validate existence of icon in unit test
* unittest checks marking and hair icons properly
* fixing bad unit testing again
* fixed marking icon check
* get rid of unused datum, markings show
* fixes things
* you too
---------
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Gets rid of sleep in Fire and Fire_userless
* Better handling
Removes unneeded setMoveCooldown in Recursive, as you already get stuck in place due to some unknown process elsewhere while firing.
* 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
* Fixes deadringer not properly deathgasping the right entity
* Wounds properly get delted off destroyed limbs
* Update vorestation.dme
* Runtime fix & DNA lock fix
* More qdels
* qdel
* comment out