* 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
* 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>
* 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.
You can now dry plants using a special machine, and you can now stuff
those plants into pipes to smoke then. It slowly transfers the reagents
from the plant into the smoker.
Simply by changing it to the new labcoat variant that can be closed/opened.
Still created a proper definition for the old lab coat, /obj/item/clothing/suit/storage/labcoat, as it's inherited by custom gear.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
This includes labcoats, IA jackets, first responder jackets, and the brown leather jackets.
This way, code for button toggling doesn't have to be duplicated for labcoats and other coats, and it's easier to add other types of coats that can be buttoned up if someone wants.
Adds object sprite sheets for tajaran, unathi and skrell hardsuits, where the icons were available (just engineering and syndie hardsuits for now).
Makes engineering hardsuits a subtype of the parent rig type, so it is
now possible to update eng hardsuits without affecting every other
hardsuit type.