* Innit
* 2
* Update code/modules/paperwork/faxmachine.dm
* Fixed naughty globals
* Make linter happy
* Fix barrier tape
* Fix carbon paper
* Fixes paper shredder, and some of paper budle
* Started moving fax machine to tgui
* Basic UI, faxing works, but admins can't view/reply
* Fax machines work now, you can send your ass to CC
* Started adding fax machines to the map
* Dont delete new stuff
* Update 1
* Update 2
* Various fixes for faxes and paper
* AltClick
* Alt click
* Update code/game/objects/items/barriertape.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* Its been a while
* oopsie Compile good.
* oopsie
* Spacing an QM
* Adds to lockers and belts
* Semantics - Anvil
* I FORGOT BORGS
* Few spans
* Update code/modules/paperwork/faxmachine.dm
Co-authored-by: adamsong <adamsong@users.noreply.github.com>
* Update code/modules/admin/topic.dm
Co-authored-by: adamsong <adamsong@users.noreply.github.com>
* Update code/modules/admin/topic.dm
Co-authored-by: adamsong <adamsong@users.noreply.github.com>
* Compile
Co-authored-by: Gabriel Adamson <adamson.g@gmail.com>
Co-authored-by: adamsong <adamsong@users.noreply.github.com>
Co-authored-by: Byemoh <baiomurang@gmail.com>
* Ports the bodybag changes
Many changes
* Fixes the thing
Fixes the random change and gives the mining medic locker an environmental protection bag
* Fixed syndicate bags leaking gasses
This seems like a sloppy fix, but it works I guess
* wooooooooo bom do du do doo tchchchcshchsh dun dun duun
* put them in the closets
* neck layer above back
* uploads new versions, fixes qm cloak not appearing as an object
* forgot neck.dmi also contained all the cloaks
* Update neck.dmi
Co-authored-by: Idinuum <37936685+Idinuum@users.noreply.github.com>
* makes the medical webbing a reskinned medical belt since as is it's terrible
* Update mining_medic.dm
* Update plasmaman.dm
* removes the medical belt from the mining medic's locker since they won't need it
* Adding medical and engineering awards and award boxes.
* Adding the boxes to the lockers.
* typos WOO
* more space for medals to fit them all in cap's box
* Fixed typo: portaying -> portraying
* Removed engineering mention from science award (replaced with robotics)
* piss
* second set of files
* theos feels pain and dies
* code works lmao
* other stuff
* YES YES YES
* Update zombies.dm
* egg
* whoops
* bubblegum alt attacks won't wound
* bone hurting juice hurts bones
* something's fucky wucky
* humans are no longer blue space babes but projectile damage is still wack
* IT WORKS???????
* other stuff
* turns out im big brain and already handled that should be testable live now
* WHOOPS
* medical pens not in stupid area
* fix regen mesh icons
* tool_behavior and defines plus allowing wound healing to override surgical tool no touchy bit
* should help
* mapping problem
* fix monkies shitting out blood all the time
* going to remove examine_more being stupid
* this is stupid i think it works though
* Empty commit, more bad code
* this probably fdixes something
* buckshot buffed back to where it should be
* woundings
* missed this one
* fix gamebreaking bug
* turns out damaging ANYTHING causes suit sensors to break whoops
* stuff up to limb disable refactor
* aid scanner can no longer kill you if you use it too much, preventing the robot uprising for another few decades
* Update burn_dressing.dm
* wtf
* shotgun slugs have a wound bonus of -30 putting them in line with other high damage weaponry that has even less
* burn debriding uses the scalpel rather than the hemostat
* debriding for patch/treat no longer causes wounds
* Give syndicate medical cyborg a bonesetter
* like 5 more prs ported
* fixes burn ointment and mesh application not having a progress bar
* gamemode zombies get easydismember and easily wounded
* managed to screw up self cautery this fixes it
* carbons can't use check self for injuries but humans can
* honey gives +2 sanitization to burns
* re-add this if sensors get fixed
* should fix a runtime I made on accident when trying to make examine more less jank
* last 2 prs and some holdup fixes since these touched on that
* set target = src so the progress par shows up i think
* Update mutations.dm
* fixes twohanded reuqired weapons by reverting some change I don't understand
* fixes blood sprites
* actually properly fixes the thing
Co-authored-by: Gabriel Adamson <adamson.g@gmail.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Add files via upload
* changed sigtech, tourist, and clerk icons
added more detail to sigtech icon
new tourist and clerk icons
* Some more icon changes
I uploaded the wrong file
* applied grimm-hollowknight requested changes
Adds new signal technician and paramedic hud icons and reverts clerk's back, all requested by grimm-hollowknight
* ah, so thats why you reverted that change
im dumb
* why cant i merge upstream
why github
* Adds brig physicians
Adds brig physicians as a new job. There are a lot of changes, but in short:
- Added the job and many required things for it to work
- Edited maps to add lockers, landmarks, and update the brig medbay
- Added new clothing, PDAs, IDs, ect.
* Fixed some stuff
- Fixed some stuff I forget to change on some maps
- Added new landmark icons
* Removed Brig Physician's ability to be an antag
Removed Brig Physician's ability to be antag and gave them a mindshield
* Many requested changes
- Removed the flash from the Brig Physician's starting equipment
- Removed security access for non-skeleton crew and weapon access from the Brig Physician
- Added skillcapes
- Updated the Infirmary in eclipse and omega
- Added a wall mounted flash on box
- Added an anesthetic tank and medical mask to the Brig Physician's locker
- Added icons for potential future support for the changes in #11744
* Another bunch of changes
- Fixed a bunch of typos and minor mistakes (thanks TheGamerdk for pointing most of them out)
- Added support for #11744 now that its merged
- Fixed a merge conflict
* Might fix one of the merge conflicts
ahhhhhhhhhhhhhhh
I had to redo ALL of the map changes, so that was fun
* Should finally bring this back to a functional state
Should fix some of the checks failing cause the Kilo file was messed up
- Re-did the changes to Kilo
- Fixed something I left in while testing stuff
* Thought I fixed this
- Fixes the Brig Physician's skill capes using the wrong job
* Should fix wejengin2's issues with the maps
Should fix most of wejengin2's issues with the map changes.
- Changes all the emergency wall meds to normal wall meds
- Might have fixed the APCs, but I don't know if I did it right
- MapMerged Kilo
- In Omega, I fixed the decals, added firelocks, and added vents/scrubbers in the brig infirmary
- In Box, I re-added some of the missing items
- In Delta, rearranged the lights and replaced them with tubes
- In Meta, I moved the morgue tray into the unused space, moved the blood freezer into the office, and added a shelf in the infirmary
* Should fix Kilo
I redid all of the changes to Kilo
* Fixes an issue with the upstream merge
- For some reason the syndie icon change didnt save, so I fixed it
- Updated the digialt stuff
* Fixes the zombie hud sprite
- Re-added the zombie hud icon by Cauckles
* Adds some of adamsong's requested changes
* Other part of adamsong's request
Makes it so the brig physician only reports to the CMO
* This seems important
Updates the dme
* Messes with access
Made a bunch of changes, most of which were requested by adamsogm
- Removed brig phys access from the warden
-Added brig phys access to CMO and HoS
- Moved brig phys access from sec to medical
- Fixed the max skill cape
* Revert "Removed Brig Physician's ability to be an antag"
This reverts commit 53cc9cb98e.
* Adds first-aid kits to sec offices
* Reworks the eclipse infirmary
* Adds alternate job names
Adds alternate job names, just needs to be uncommented to work (I think)
* Removed changes to warden.dm
aaaaaaaah
* fixes some stuff with test merges
fixes some stuff with test merges I think
* Fixes more test merge conflicts
Fixes more test merge conflicts i think
* Fixes my Geneva Convention violation
Great, now my art is so bad it made me a war criminal
* Revert "Merge branch 'master' of git://github.com/yogstation13/Yogstation into brigphys"
This reverts commit 2bde593670, reversing
changes made to f7178ffb84.
* Revert "fixes some stuff with test merges"
This reverts commit 565fb9c055.
* Revert "Revert "Merge branch 'master' of git://github.com/yogstation13/Yogstation into brigphys""
This reverts commit 8fcb7e0b18.
* should fix some stuff with job alt titles
should fix some stuff with job alt titles
* Should fix this mess
Im so good at coding
* Fixes more things
- Fixed Brig Physician incorrectly be labeled as sec in many parts of the code
- Fixed mining medic's cap being invisable
- May have fixed the alternate job titles (I forgot to uncomment it)
* Plasmameme outfit
Adds plasmameme outfit
* Rearranges some stuff in the box infirmary
* Revert "Revert "Removed Brig Physician's ability to be an antag""
This reverts commit 364395971d.
* Fixes meta
* Fix merge error
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
Co-authored-by: Gabriel Adamson <adamson.g@gmail.com>
* Mining Base Rework
Here is the core of the pr.
New miningbase layout
New mining shuttle layout
New areas and reworked area names
New area sprites
* Sign Fix
Fixes the mining signs (y:-32 to y:32)
* More fixes
Adds a few firealarms and fire extinguishers i missed.
Adds four windows, one in the processing roome, one in the bar, two in the vacant room. Other machinery have been moved accordingly.
The bookcase not working, replaced with a pajama wardrobe with plushies!
Opacifies the recovery room door for privacy.
* Adds some decoration, vents and rwalls.
Adds one vent and one scrubber.
Adds posters and a few new newcasters to the base and the shuttle.
Makes the tcomms walls reinforced like the old base.
* Portable Scrubber!
Adds a portable scrubber to the atmos room!
* fixes and tables
* Minor Changes
Adds a random book to the recovery room.
Adds some dirt and oil to processing.
Adds a medical mask to go with the anesthetics tank.
* Minor Tweaks
Adds three holopads (Lobby, Break Room, Infirmary)
Adds a book to the dorms.
Changes the mining medic locker contents themselves, additionally adding a crew pinpointer.
Moves the shuttle poster.
Moves wall mounts around.
Moves the morgue window to make it accessible in order to interact with its curtains.
Opacifies the morgue window.
Changes the vacant room door to engineering colors.
* Reverts
Reverts some stuff, to start over again, hope this works.
* Cosmetic Changes
Changed some decals.
* Maint Door Change
Adds the abandoned helper to the forgotten door.
* Closet: the lockerening.
As per feedback, upgraded the closets to their own kind of personal closet.
Secwear vendor changed into secure contraband locker.
* Closetor IV: Retribution (Part 3 of the war of the decalums decalogy)
Adds (src) to the new crate code’s ( as per SomeguyManperson’s advice, thanks to them, this pr is less of a mess!).
Adds some decals (deathsposal caution, portable atmos placement, and smes floor).
* First Aid 1.23: Life, Death, Tea and Biscuits.
Adds an emergency medical crate to the infirmary.
Containing a first aid kit, a toxin kit and an oxyloss kit.
Also swaps an ore box for symetry.
Co-authored-by: wejengin2 <48154165+wejengin2@users.noreply.github.com>
* Adds Shawls
Adds the titular shawls:
- Adds a craftable leather shawl that needs 5 leather
- Adds shawls for all heads and QM
- Puts head shawls into the captains autodrobe, heads clothing bags, and QM's locker
* Should fix grimm-hollowknight's issue
I've seen the word shawl so many times that the only thing I can think of is Hornet
- Renames the Cowboy2 icon
- Credits Kor and the sprite dump in a comment
* Removed cloaks
Did a few things:
- Stopped the old cloaks from appearing in head clothing bags, caps autodrobe, and QM's locker. They still exist in the game, they just dont spawn.
- Renamed the head shawls to cloaks
- Added descriptions for the head shawl hoods and renamed them to cloak hoods
- Removed the armor on all shawls as its kinda pointless
- Added some missing comments on some old files
* Removed hoods
Removed hoods and added alts for the QM and CE cloaks
* Labcoat sprite adjustments, MD-specific labcoat added
Labcoats now have little icons on the back related to job/department + Med Doc has a job-specific labcoat now
* Restores more open front views to labcoats by Ident + tweaks
In my midnight hour spriting I copy and pasted the wrong front views, those are fixed. Touchups and tweaks to the coat designs.
* Small adjustments to coat sprites for more clarity
Tweaks to Virologist, Chemist, Science coats per external input
* Project refactor per Ident's feedback
MD coat added, icon and mob icon states synchronized for all coats (colored shoulderpad design)
* Oops
Corrects chem coat left facing view, narrows side view colored shoulders to account for rolled back / open lapels
* mk2 swat mask, encrypted language
* improper
* fixes not being able to speak language, makes it not aids
* Update tongue.dm
* exchanges the voices to something more server friendly
* cheap subtype for crates that isn't worth as much money when exported
* makes single order crates not refundable so I can reduce the minimum price of single order stuff substantially
* Update secure.dm
* Update large_objects.dm
* Update supply.dm
* first draft of department goals
* line endings lmao
* goals now message peeps on creation/destruction
* AAAAAAAAAAA
* printing
* done?
* woops
* Update yogs.dm
* Changes obj_break on machines to use parent calls (#46485)
The way stat |= BROKEN was done was a mess, this makes everywhere use obj_break with proper parent calls and adds a signal for when a machine enters the broken state.
Why It's Good For The Game
Better code quality, more signals.
* e
* Can pass refactor (#48659)
* Makes all CanPass procs call parent
* Makes CanPass more extendable and gives the mover a say in the matter
* Replace CanPass with CanAllowThrough to use the new system
Regex replace `(?<!proc)/CanPass\(` => `/CanAllowThrough(`
* Simple optimization pass
* Adds linting for equipped() pickup() dropped() (#46614)
* lint some inventory procs
* lineends
* f
* line end
* lineend
* fuck
* changes per review
* does more
* Changes power_change() to respect parent calls for toggling NOPOWER (#46486)
About The Pull Request
Similar to #46485
Now all relevant uses of power_change() call parent, theres a signal sent when a machine changes the NOPOWER flag, all remaining machines that were using power_change() instead of update_icon() have been fixed.
Why It's Good For The Game
code quality, eventually signal stuff. and signal stuff
* Fix Crossed/Entered/Exited/Bump/ui_act parameter casting (#49016)
About The Pull Request
Detected as part of my work on SpaceManiac/SpacemanDMM#167
* Makes Crossed and Moved should call parent (#49671)
* makes setDir shouldcallparent (#49692)
* owo
* hehe
* Update atoms.dm
* Update atoms.dm
* Update atoms_movable.dm
Co-authored-by: spookydonut <github@spooksoftware.com>
Co-authored-by: alexkar598 <>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
* Cherry picks the unicode part 2 PR from TG
* Things
* drop 512 support
* TAN --> tan
* Manually does the things that was in renamed files
* CLAMP --> clamp
* ismovableatom -> ismovable
* bugfixes, tg is bad
* Ports sanitize_name
* Bumps checks
* Fixes new linter errors (#48126)
About The Pull Request
This fixes the errors raised by the new feature I'm adding to the linter: SpaceManiac/SpacemanDMM#119
* Update SpacemanDMM suite to 1.2 (#48785)
* Update SpacemanDMM suite to 1.2
* Fix new lint errors
* Removes unreachable code (#48143)
About The Pull Request
As detected by SpaceManiac/SpacemanDMM#123
* casually fixes 50 bugs
* stoopid evil dreamchecker
* stoopid evil dreamchecker
* stoopid evil dreamchecker
* almost the same thing
* Makes all UIs UTF-8
* Fixes bugs
* Fixes runtimes, some related to 513, some not
* Fixes agent ids
Co-authored-by: MrPerson <spamtaffic@gmail.com>
Co-authored-by: alexkar598 <>
Co-authored-by: spookydonut <github@spooksoftware.com>
* c++ monstermos
fuck
Fixes the server hemorrhaging memory due to extools not decrementing ref counts
Increases defauilt tank pressure
make space cold or some shit
floor tile rips
Fixes code assuming that the heat capacity is nonzero
🤦
Fixes crash
fixes some bugs
fuck *facepalm*
the fastening
removes Del() in favor of an internal c++ hook
Fixes vent-pump math
* Fix the invisible gases bug
* Linux support
* fix the deploy.sh
* Uses newer BYOND 513 because older one is probably missing an important pattern (it segfaulted on pattern search)
* Updates windows dll to match linux version and cleans up unused BYOND code