* too slow, mqiib
* adds sprites, removes unused equipment
* i love pushing untested changes!!!
* balance
* fix + repair qol
* forgor to remove this line
* Update declarations.dm
* commit 1 - get me out
* she lives
* adds wizards
* thing
* surprise end hits take 1
* s
* d
* surprise end hits take 2
* montreal
* REAl
* strangelight
* guilford fall
* natural disasters
* envelope
* h
* lady elect
* test 321
* test 123
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* hot toes test
* ss
* redundancy
* s
* test 2
* s²
* s³
* s²³
* a pray!
* life and limb
* epic problem
* hmm
* update
* fixes something
* fixes something²
* adds slaughter demons to the game
* rend it
* hmm
* restores something
* adds clockwork cult into the game
* adds changelings to the game
* cassevetes
* test 101
* :)
* against
* shut the door
* adds darkspawn to the game
* sad
* cashout
* adds vampires to the game
* 2
* summer freeze
* pink frosty
* test111
* adds game to the game
* 2
* syndrome
* test
* test 2
* test 3
* test 4
* adds replay to the game?
* maybe?
* slo
* hrn
* test II
* test III
* test IV
* new technique
* ahm hum
* d
* sensible
* c
* ss13
* a
* v
* f
---------
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
* make lings invisible for silicons
* make it a var
* optimize the code
* optimise it better
* not its as optimised as it can be
* comments
* now it works
* fixed typos
* heretics port
* fix conflict
* Update eldritch_book.dm
* forgot UI
* make summons not permanently fuck up a rune probably doesnt ruin anything else
* think I can do this
* cleave invocation is now cool
* armsy fixes also changes study back to research since it fucks with the order of stuff
* COOL descriptions for monsters
* make rust final based by giving stun immunity
* make ash final based by giving stun immunity
* somehow missed these
* fix world icon for cult robes
* flesh grasp effect actually works and ghouling is countered by mindshields
* don't need . = ..() just ..()
* probably fixes amulet
* fix amulet
* probably fix stalk
* fuck tgui
* Update eldritch_antag.dm
* make antag hud work
* ~10 seconds of silence on mansus grasp
* move antag hud stuff to the right icon file
* Document the world (#46495)
* Document drone verbs.dm
* Document the outfit datum with autodoc (#45415)
* Uncurse take_damage and document obj_defense.dm (#45146)
The original take_damage proc defined vars for no good reason had some
duplicate code and wasn't very readable.
If you are wondering why it calls obj_break every time it takes damage
while below integrity_failure, that's the way it used to be. Most (if
not all) stuff that takes advantage of this functionality already
accounts for this.
* Convert some code docs into the auto doc format (#45101)
* Commit Message
* Fixes
* e
* Documents browserOutput.dm (#51439)
* Add autodoc to the callback datum (#45463)
* Autodoc the vending machine (#45468)
* Autodoc the vending machine
* Update code/modules/vending/_vending.dm
Co-Authored-By: Tad Hardesty <tad@platymuus.com>
* autodoc organ helpers (#45464)
* timer proc autodocs (#46530)
* bunch of define autodocs
* ballistic guns autodoc (#45578)
* ballistic guns autodoc
* fixes
* client vars autodoc (#46446)
About The Pull Request
Autodocs client vars
* Autodoc for XB and Research
* shuttle docking autodoc (#48677)
* Add autodocs for reagents (#49478)
* Fix
Co-authored-by: oranges <email@oranges.net.nz>
Co-authored-by: Jonathan (JJRcop) Rubenstein <jrubcop@gmail.com>
Co-authored-by: nemvar <47324920+nemvar@users.noreply.github.com>
Co-authored-by: alexkar598 <>
Co-authored-by: Tad Hardesty <tad@platymuus.com>
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: actioninja <actioninja@gmail.com>
* fugitives
* lets make this a bit cleaner
* cultists and the beginnings of security detail, lots of wip
* wip security
* WALDO (and some more work on yalp, of course)
* adding antagonist teams for both hunter and fugitives, roundend report beginnings
* this whole file is shit, but hopefully a little better
* it compiles (+ space police)
* some more work
* S.E.L.F. fluff
* grammar and icon fixes
* lets finish yalp elor, give it the justice it deserves
* moves hunter spawns to ship pods + russians P1
* moves hunter spawns to ship pods + russians P2
* fugitives and hunters now recognize eachother
* hunter spawning finished(?)
* missed this
* ATH's review
* runtime fixed, added yalp's transport ability
* anturk's review
* makes hunter.dm better trust me
* oopsies
* INVOKE_ASYNC
* russian ship + finally a (bad) sprite for the capture machine
* step > pixel, thanks travis
* mooshroom review p1
* mooshroom review p2
* improper use of /improper
* waldo's radio doesn't stick, police id
* candidate picking is more flexible + minor things
cl
add: Added a new antagonist, the Creep!
add: Chosen from a random event, the Creep will become obsessed with one person, feeling amazing around them and terrible when they aren't. They will have objectives to steal heirlooms, take pictures, hug, and kill coworkers. They also have to kill the obsession but some objectives can only be completed while the obsession is alive, requiring you to protect the obsession!
/cl
There really is no reason to betray people, generally. Maybe some stuff with security and traitors working things out, but a traitor based around betrayal and the general insane creep idea is just cool.
One Creep can show up, and they get objectives to mess with their obsession leading to the obsession's death. Here is their objectives:
A random creepy objective. It could be taking a photo with them in it, hugging them, etc
After your are done with your objectives, kill them. you can't complete the objectives when they are dead!
Creeps do not get the determination mood. Instead, when they are around their obsession, they feel AMAZING! If they are around too long, they will stutter, cough, and generally spaghetti out when talking near their obsession. So if you are going to talk near them, do it when you aren't entranced.
* it's ready boi
* typos, things i forgot to uncomment and mindshields revealing hosts
* Requested bugfixes/syntax changes
* Fixes Network Invasion runtime and other misc fixes
* oops
* Fixes mindshield runtime
* Mind control and lots of fixes
* Admin logging and runtime fixes
* dumb bugs and fluff text
* Commented out code, typos and finalizing player numbers
* runtime
* Major runtime fixes, buffs and distortion field
* death on MC'd vessel death, destroy_hive and hive removal on death
* code review
* oops
* Mind Control realname fix
* Adds programmable nanites to robotics
* Oh yeah i might want to actually PR the files
* nanite injectors, nanite printer, nanite analyzer
* We're back
* remove some reagent stuff
* more removal
* those too
* cool icons!
* might pass travis now
* lotsa code
* tgui fixes/misc fixes
* WE'RE FUNCTIONAL BOYS
* some ui stuff
* Misc fixes, cloud update, access nanites
* activation check
* stuff
* preparing for new chamber sprite
* Physical backups, sensor nanite programs
* techweb sensor nanites
* fix
* include
* fix again
* revert
* blinding nanites
* minor change
* minor tweaks
* makes minor shocks interfere with nanites
* fix
* split trigger file into the others, for consistency
* cleanup, added mindshield nanites to techwebs
* include n all
* how'd that even happen
* Fixed HUD, readded missing remote icon, added nanite scanner, health analyzers can now detect nanites, added stealth program
* cost tweaks
* better term
* new icon! by MrDoomBringer
* icons/tweaks
* tgui build
* boards
* fix
* fixes implants not updating mindshield status
* move implant hud to living
* new remote sprite
* scanner sprite
* biotype checks
* some nerfs
* new open chamber sprite
* Fixes mindshield implants not updating the HUD, fixes uninstalling always removing the first program, adds 25% and 75% health sensors
* correction
* nerfs antistun nanites
* fixes scanners and minor tweaks
* fixes revs with mindshield
* oh yeah haha
* Fixes wonky techweb
* Moves pyro program to weapon node
* Adds defib program and some investigate logging
* mistype
* fix
* fix2
* save your files before committing
* emps can desync from cloud
* pretty outdated
* Cloud backups are now tied to the cloud consoles; you can no longer build a new console to access existing backups.
* UI fix
* more fix
* okay fix for real
* tested and working
* Extra Settings rework, sensor nanites vastly better
* non-unique glitches
* Public chamber, extra settings rework, new sensors, speech program
* Mute and mind control nanites
* mind control into hazard
* better description
* fixes
* fixes relay nanites
* fixes TK access
* mind control costs less
* UI update
* removed pointless code bit
* tgui build
* compiles
* dammit
* paralysis keeps victim upright
* Adds sounds to consoles
* some feedback for some subtle effects
* new chem lore
* Viral nanite customization
* fix
* tgui build
* Added mitosis nanites
* removes glitched nanites from techwebs
* Added flesh eating nanites, poison nanites, hallucination nanites
* ,
* #traviscoding
* Adds memory leak, renames nanite roam node to nanite smart
* Voice sensor + some techweb desc tweaks
* hallucination and Hear() fix
* changes signal registering to the new method
* 75% done, i think
* should be all
* more fix
* more changes
* okay should be fine now
* ninja
* inheritance
* i don't care about originality!
* line endings
* line endings 2
* maybe
* fixes program installation
* new review
* line endings?
* line endings??
* line endings???
* wait do i even use this
* fixes public nanite chamber cloud id
* maint overlay for chambers
* args doesn't work well here
* antiabuse checks
* compile tho
* fixes locked remotes
* disk renaming
* skull echo nanites
* self scan program
* Condenses a lot of sensors into a few generic but customizable versions
* fixes machinery runtimes. Hacky, but a proper fix would likely require a refactor of machinery typing.
* forgot to save
* empty
* metastation nanite lab
* Removes duplicate APC
* fix for nanite chamber
* Raise max programs
* UI Tweaks, aggr. replication rebalance, minor fixes
* let's not do that again
* Fixes nanites meta merge conflict
* Merge conflict v2
* fuck this HDD is slow
* What the fuck did you just fucking say about me, you little leaf? I'll have you know I graduated top of my class in the Lawyer School, and I've been involved in numerous secret DMCA raids. I am trained in law violations warfare and you are nothing to me but just another target. I will wipe you the fuck out with precision the likes of which has never been seen before on BYOND, mark my fucking words. You think you can get away with changing the code? Think again, fucker. As we speak I am contacting my secret network of attorneys in the Fox and your IP is being traced right now so you better prepare for an outstanding warrant, maggot. The storm that wipes out the pathetic little thing you call your leaked code. You're fucking done, kid. I can file for an injunction anywhere, anytime, and I can take legal actions in over seven hundred ways, and that's just with my bare hands. Not only am I extensively trained in unarmed combat, but I have access to the entire arsenal of the Florida Statute and I will use it to its full extent to wipe your miserable ass off the face of Canada, you little shit. If only you could have known what unholy retribution your little "clever" action was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn't, you didn't, and now you're paying the price, you goddamn idiot. I will send you to spend time in a Florida State Penitentiary if you ever decide to travel from Canada to the U.S. You're fucking done, kiddo.
* Adds virus symptoms that interact with nanites
* Fixes spreading nanites being more infective the more protection the victims have
* Review plus public chamber tweak
* . = ..()
* ball
* cloud
* . = ..()
* always press save all before committing
* missed a couple
The old color-change functionality of the multitool remains unchanged. The hud is toggled with an action button, because multitools already have an attack_self() that does something. When toggled on, you get the hud as long as the multitool is in any slot on your body.
The only way I could find to reliably show exactly where an AI is looking was to place an image on every turf they are looking at. Because AI eyes move around a lot and I do not want them placing images all over the place when they do not have to, if there is nobody in the world currently using an ai detection multitool, they will not update the images until someone is.
Only AI eyes and multicamera zones currently appear. Advanced camera consoles do not appear on the hud, and no longer trigger the proximity color change. Also fixed multitools not appearing in-hands if their icon state changed.
* Virus antagonist initial commit
* Updated disease code
* Sentient virus improvements
* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances
* Added sentient virus event
* Renamed VIRUS defines to DISEASE defines
* Fixed bugs in rewritten disease code
* Fixed advanced disease Copy()
* Finalized disease antagonist
* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.
* Added better icons to sentient disease abilities
cl
add: Circuits integrity, charge, and overall circuit composition is displayed on diagnostic huds. If the assembly has dangerous circuits then the status icon will display exclamation points, if the assembly can communicate with something far away a wifi icon will appear next to the status icon, and if the circuit can not operate the status icon will display an 'X'.
add: AR interface circuit which can modify the status icon if it is not displaying the exclamation points or the 'X'.
tweak: Locomotive circuits can no longer be added to assemblies that can't use them.
spellcheck: Fixed a typo in the grenade primer description.
code: Added flags to circuits that help group subsets of circuits and regulate them.
/cl
The diagnostic hud addition is meant to allow more counter play to circuits by seeing the assemblies's healths and how dangerous they are. The flags are a useful addition to the code because players shouldn't be able to put circuits in assemblies if the assembly can't use that circuit (this can also be used later for other assemblies which could use unique circuits).
The following circuits are flagged as dangerous:
weapon firing mechanism
grenade primer
thrower
The following circuits are flagged as long range:
NTNet networking circuit
integrated signaler
video camera circuit
possible AR interface displays:
default
alert
move
A dead-simple traitor variant.
It's like traitor, except instead of an uplink you get a buddy: your blood brother. You must team up with your brother to complete your objectives. It runs along side regular traitor mode, thus the name "traitorbro".
* Adds AI control beacons for exosuits
* Diagnostic HUD entry + Design Fix
- Adds Diagnostic HUD entries for mecha beacons. (Green for normal, Blue
for AI)
- Fixes AI beacon research designs to havep roper requirements
* Sanity checks for mech hijacking