This PR makes the replicant outsider species a whitelist species after an application was made to play one as a crew member.
Added the Gamma Replicant station species, accessible via whitelist only. This species has additional weaknesses (radiation and shock). They have a few unique organs: The crew version of the rage heart can only activate once every 60 minutes (rather than every minute) but lasts for 40 seconds. The mending lungs repair a few organs very very slowly, instead of extremely quickly. The plasma sac generates plasma a little faster without added phoron.
Changed ventcrawl to specifically allow replicants to take underclothes and pocket sized items with them. I've balanced this for replicants only, but could remove the species check if wanted.
Changed alien and resin structures so that they can also be destroyed by replicants (though more slowly than aliens).
Added the user to the whitelist as approved here: https://forum.vore-station.net/viewtopic.php?f=45&t=2448&p=14179#p14179
-Patches map-spawn random objects inside loot piles
-Adds counter-clockwise rotation to many objects
-Prevents borers from crashing VR
-Tweaks blood drying to not queue dry timers on mapload
-Prevents adding grabs to crates
-Fixes look up verb when outdoors
-Lets vehicles fall through open space
-Lets the cargo tug dangerously use stairs
-Fixes med/sec bot runtimes
-Fixes TECH_MAGNETS incorrect define
-Fixes damage/stumblevore procing every step when riding taurs/borgs while confused
Added butterfly nets. These nets can be wafted across a tile, much like a fishing net, to catch butterflies (and people of scale 50% and below)! Using them on themselves either drops the contents, or if the inactive hand is empty, pulls out the contents into the free hand.
They can be crafted from cloth, found in the botanists locker, or rarely found in maintenance.
* Bluespace Crackers
Added a bluespace cracker item. It works similarly to a normal cracker, in that one person offers it to another to pull the cracker together. When pulled, the winner is rewarded with a toy, a joke, a cheap paper hat and a powerful bluespace effect!
The effects include:
Shrinking to 25% scale
Growing to 200% scale
Having a drug like effect colour their screen.
Making them invisible for one minute.
Knocking them over.
Teleporting them into the losers active belly (if prefs allow!)
Or giving them a bunch of money.
They can be found in the bluespace random item pool and rarely as an item in maint!
* Colourful hats
Added random colours to the paper crown hats
* Added the crackers and backfiring sizegun to trash piles
* Can be rigged by VV now
* [WIP] Lleill Species
* 2nd Commit
Main functions are now complete and tested
* Renables accidentally disabled files
* Added white portal variant
* Added some glamour/whitespace props for mapping
Added a few V5 atmosphere variant of snow and ice turfs.
Added some rock and skeleton props for V5.
Added a V5 sprite for the overmap.
Added a V5 skybox image.
Added a shinto arch prop for use in events.
Added a bunch of areas for the upcoming facility redgate. They need to be in early so that they can be used for the event map which will be uploaded on the day.
Added 3 more admin spawn rubber duckies (grey, green and pink).
Added a variable to rubber duckies called "honk text" that allows it to put an audible message in chat when honked.
* Oops did two different things at once
Started out with me fixing improper material refunds on deconstructs, ended with me making doors not cost materials. Oops!
* Graaah code fixius
I know how new works now
* Huge fart on PR
I am so good at code
huge fartius
epic /obj fail
I forgor
* More effort than it's worth.
unless im being lied to...!
Added a new maint pred ghostpod for redgates. I have added two of these to redgates that I made only (for now). They are normal ghost pods but are always available from the start of the shift. The can be found in the find ghost pod verb and are called creature holes.
Made a lot more mobs in my own redgate maps ghost joinable. Generally one of each type of mod that isn't a humanoid.
Added a 25% chance for each mob to become ghost joinable from the semi-random vore mob spawners used in redgates. This applies to the passive and retaliate spawners only.
Also made the other redgate maps available on the SD again.
* [WIP] New Vore Mobs
Added new vore mob: Cave Stalker, a 6 legged canine/feline like creature that charges at prey from a distance to pounce them. It immediately stops on the spot if spotted and then retreats quickly if stared down.
* Fixed missing file
* More mobs, still WIP
* More stuff! [Still WIP]
Added another mob called the sonadile that works based on sound similar to the lurker.
Added a bunch of mobs to the maint pred list, including the kururak because that's a cool one.
* Update vorestation.dme
* Update sonadile.dm
* Another mob and stalker tweaks, still WIP, need to add flavour text for all mobs
* Update devil.dm
* Update stalker.dm
* Even more maint pred options
* More Capture crystal mobs
* Finishing touches, no longer WIP!
* Update vore_raptor.dmi
* Added the jungle map redgate
Also resolves a runtime with the scrubble.
Forces jungle redgate only for the first few days at least.
* Update jungle.dmm
* Update jungle_underground.dmm
* Update paint.dm
Fixes paint runtime
* Making it compileable
* Adds Tracy & Fixed missing compat in sorting code
* CI workflow using "Stable" beta version
* Tracy define
* Fixes
* Update GC from TGStation
* fixes
* Appease linter
* begone custom_items.txt
* Making it compileable
* Adds Tracy & Fixed missing compat in sorting code
* CI workflow using "Stable" beta version
* Tracy define
* Fixes
* Build dependencies at 514
* Asset delivery/GC/515 megapatch
* fix runtime
* Appease integration tests
* More runtime fixes
* Attempting to resolve runtime
* Update spacemanDMM
* icon2html revolution
* icon2html part 2
* fixes
* Attempt to appease linter
* More fixes
* Final fixes (hopefully)
* operator keyword moment
* minor fixes and additions
* undo extra tgui files
* switch to QDEL_IN_STOPPABLE where necessary
* Pain
* GPS runtime
* dropped(null) fix, + chompedit the fixes just incase.
* Fix chat tags
* Update _build_dependencies.sh
* runtime in orebag, duplicate in computer/ship/proc/look, runtime in zoom
* tweak zoom change
* another registersignal override runtime
* 1
* Revert "1"
This reverts commit 43f619ca6c216c2bc41b8f7a346069f99591261b.
* various qdel ref fixes
* newplayer and observer harddels
* disposalholder logging remove, gargoyle hard del + typo
* retouch atom/movable destroy to be TG-like
* potential edge case ref in manualfollow
* extra following potential ref
* global list refs tweak, new_player undo a thing
* /mob/new_player qdel fixes
* undo some things
* revert atoms/movable/destroy
* revert mind and new_player panel changes
* atoms and atom/movable reversions
* bring back datum/mind and panel fixes
* projectile optimisation
* Reverts useless edits, clothing hood runtime, projectile runtime
I tried a lot of things which do not help, and i reverted a lot of it here.
* a few more reversions of useless changes
* Begin getting rid of CHOMPedit comments
* Nuke remaining chompedit comments
* Revert "undo extra tgui files"
This reverts commit f3bdcde8cb.
* fixing oops
* line ending shenanigans
* More GC cleanup
* Optimisations to test/trace projectile, turrets. Tweaks.
Turrets now only trace when they are absolutely sure they want to shoot. disposalholder, effect master and artefact qdel refs changes.
* bad usage of the check_trajectory proc
check_trajectory returns a list of objects hit along it's path to it's target, not a boolean of the target being hittable. a couple places in code assume this, so here they are fixed.
* puts legacy globals into GLOB datum for debug use
* fix upport oopsie
* fix
* Move recursive listening to component
* Minor fixes and cleanup
* undo my temp solution
* tweaks + a missed thing
* recursive_move sanity checks and safety cases
* Catch null initialisation cases + fix borg creation
VV edit spawns the object in nullspace then directly sets it's loc, which means the movement is unregistered. The spawn(0) delay should hopefully mean that setup_parents happens AFTER any unregistered movement.
* circular inventory check, make checks better
* better handling of safety reset cases
* Add logging to safety checks
---------
Co-authored-by: Selis <selis@xynolabs.com>
Co-authored-by: Selis <sirlionfur@hotmail.de>
Co-authored-by: Raeschen <rycoop29@gmail.com>
* Closet vore and Tents
Added a new verb to the ability tab when interacting with closets called "Vore Occupants". This allows you to eat another person when both of you are inside of the same closet.
Added tents as a subtype of closets.
* Crafting
Added the ability to craft tents with 10 cloth.
* Ghost check and change category
Added a check to make sure user is /mob/living.
Changed category from Abilities to Object because having no abilities means that your tab changes every time you move past a locker.
Added pillows, which can be placed my clicking themselves or combined with identical pillows to build a pillow pile. Pillow piles are in two parts, a front and back, which can be disassembled by clicking on each with an empty hand. You can buckle to either part of the pillow pile.
The sprites were ported from skyrat, with some additional colours added. Currently only the square pillows and large piles are being used. There isn't currently a way to acquire these normally, only admin spawn at the moment, but I intend to add one soon.
* 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
Added four new admin spawn rubber duckies with unique abilities.
Red Ducky: Plays the adminhelp sound, after a few uses, it explodes.
Blue Ducky: Spawns lube on the floor where you are standing.
White Ducky: Hits you with (fake) lightning.
Black Ducky: Literally just an anti-photon grenade, but it quacks.