* New tator item: Air Shoes
New 'air shoes'
-intended tot item for 4-5tc
-functionally wheelys that can ollie as well
-slight maneuverability in 0g just like moths
Co-Authored-By: Byemoh <5091394+ToasterBiome@users.noreply.github.com>
* things changed
-tried giving them the ability to ollie but botched it and idk how
-nvm baiomu told me
* Update scooter.dm
sparks appear on activation of shoes
* making it so if atmos is ok and gravity is gone yo can still move
* LAST THING DIDNT WORK
trying tje walk in pressurized thing again
* what do you MEAN UNDEFINED VAR
* stole from mothcode again instead
fuckin indentationerrors
* Update miscellaneous.dm
* fuck it dealing with this part later
* SPRITES BABEY
airshoes have proper worn/item sprites now
* changing shoe toggle sprites
toggling them on has its own sprite, but working on getting the ollie one to work properly
* Update shoes.dmi
* another shot at the movement in 0g
second attempt at allowing movement in 0g and atmos
* headache part 4
* Update miscellaneous.dm
* messed up vehicle sprites
added in icons for riding but sprites are a bit buggy atm, will replace later when replacements come in
* trying to figure out why a button wont change
* got it
no longer skateboard ollie
* just had a worse idea
gonna replace noslip with something else
* yes its dashing
* jorts
* jorts 2
* vehicle sprite
* last sprite thing
added custom sprite for shoe dash
* shoes can be renamed now
* Update miscellaneous.dm
* other actions now available+fixed sprite mistake
-removed a redundant line stopping the action from being recognized
-removed old shoe vehicle sprites so there's no shoes on top of shoes
* adds shoes to uplink and changes dash name
-alphabetically added to misc gadgets section
-name of dash changed from 'activate air shoes' so its less confusing
* Update miscellaneous.dm
* fixed a problem
walking while dashing used to just interrupt the dash so i just made the dash happen faster
* baseline for the toy or something idk its 3am
* worked on the actual abilities a bit
stole code from changelings and legionnaire and cursed heart, probably gonna rip from sentience potion later too
* Update necropolis_chests.dm
* bloodlings real
* loyalty and hostility success
* BUTTONS APPEAR NOW LETS GO
* spell works but still need to implement cooldown
* working on second spell
* SECOND SPELL OWRKS NOW
* changed grandcore sprite
* updated sprites
* Update necropolis_chests.dm
* WHY IS IT EMPTY
* replaces hardsuit with funy organ
* making sure bodies still exist in bloodmen
* bloodmen now only make new bloodmen and dont drop anything
* working on making shit work for bloodless mfs
* reverts racism against bloodless races
* racism is only good if its towards lizards
* made my mess in the hivelord.dm easier to read
* limited bloodman count to 3
* removes adminmessage on spawning bloodmen because i dont need them anymore
* added sprite for last spell
* Update conjure.dm
* SUMMON SPELL WORKS
LETS GOOOOO
* sounds
* bloodman balance or something i forgot
* HOW HARD IS IT TO ADD A COOLDOWN
* fucking dying and also changed hand color i guess
* finally implemented a cooldown god
* Update necropolis_chests.dm
* Update godhand.dm
* adds spaces to procs and also brings back missing conjure code
* moves blood stuff to the bottom of the file
* cuts down on bloat for bloodlings/bloodmen
removed things i'm not changing from original legions
* makes it so bloodlings dont turn the room into a fucking blender
* summon bloodman spell now just charges you per bloodman
* Update necropolis_chests.dm
* Update necropolis_chests.dm
* replaces copying cardinals and diagonals with glob.alldirs
* fixed thing that accidentally let bloodman spell work on living people
* idk what the green emoji is but i'm assuming disgust
changes raisehand desc to reiterate the function of the spell
* Update code/modules/spells/spell_types/godhand.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* Update code/modules/spells/spell_types/godhand.dm
Co-authored-by: Byemoh <baiomurang@gmail.com>
* grandcore animated a bit now
* Update godhand.dm
* why the fuck is this still here
* thought i undid the changes so trying this and seeing if it works
* Revert "thought i undid the changes so trying this and seeing if it works"
This reverts commit 6fa3cf8ab3.
* hate yarn
* moves all changes to bottom
* Update hivelord.dm
Co-authored-by: Byemoh <5091394+ToasterBiome@users.noreply.github.com>
Co-authored-by: ToasterBiome <baiomurang@gmail.com>
* Moved some icons out of items_and_weapons.dmi
Organized some stuff
* Moved more icons and reorganized it
I cant list everything I changed, but i moved stuff
* 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>
* sect of the old gods
* dont build shit instantly, actually
* slight knife buff
* golem changes
allows you to make golems yourself for a steeper price. Also gives the golems telepathy, fancy large speech complete with a spooky sound, and removes their slowdown. However, they lose their voice of god. The golems were supposed to look like reskinned runic golems but something fucked up and I don't know how to fix it, so if anyone wants to figure it out i'll keep the sprites in so they dont have to waste a couple minutes redoing them.
* less favor cost for golem, shorter ritual for meat blessing
* quality of life stuff: stops automute and makes meatblessing be the first rite in the list
makes it easier to bless meat since its the first option to show up so you dont need an extra click. Also stops it from automuting since it nows displays 1 of 3 messages instead of just the same one.
* golem armor nerf, speed buff
* nerfed synthmeat, buffed other meats, new golem power
* s
trying to fix the issue but i dont know what it is, this is just a test
* fix
* changedtobrute
* fix sprite
* 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
* 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>