* Bodcam
* E
* Finishes it
* smh jamie
* Adds it to the spare mining lockers for latejoiners
* Update mine_items.dm
* Adds the cam to the conscription kit too
* Apply suggestions from code review
Co-authored-by: Jamie D <digweed.jamie@gmail.com>
* Update _neck.dm
* Update mine_items.dm
* nerfs! EMP and strip!
* more nerfs - weight class
* Update _neck.dm
* Update _neck.dm
* Update code/modules/clothing/neck/_neck.dm
Co-authored-by: Jamie D <digweed.jamie@gmail.com>
* _
* DONE
* Update _neck.dm
* _
* Update _neck.dm
* Update neck.dmi
* Apply suggestions from code review
Co-authored-by: Jamie D <digweed.jamie@gmail.com>
* Apply suggestions from code review
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* QDEL_NULL(bodcam)
* Update _neck.dm
* Update _neck.dm
* inputs: sanitized
* Im a good coder I swear
* Update bodycamera.dm
* Spacing fuck you jamie
* Update bodycamera.dm
* I really fucking hope this works
* removes a debug message
* Adds a message to let people know when an item has NO_STORAGE
* Darkstick suggestion
* Apply suggestions from code review
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Update bodycamera.dm
* update_static_data now passes user to push_data() (#51485)
update_static_data now passes user to push_data().
I'm pretty sure no UIs currently use user in ui_static_data for... Anything. So that's why no one noticed this before. Well, better to pass it than not.
* w
* Update doppler_array.dm
* Revert "Update doppler_array.dm"
This reverts commit 4aba56aab6.
* Revert "w"
This reverts commit 1a1783faaa.
* tgui
* Update yogstation.dme
* Update AirlockElectronics.js
* Update tgui.bundle.js
* fix
* Update camera.dm
* Camera Fixes
* Update skin.dmf
* Update camera.dm
* Update camera.dm
* Update camera.dm
* fef
* Reminder to self: uncomment this stuff when gamer's dumb pr is merged
* Gamer's dumb tgui pr now works with mine :P
* Update bodycamera.dm
* Sprites for worn item, and fire resist for the miner one
* Update bodycamera.dm
* name change
* Update bodycamera.dm
Co-authored-by: Jamie D <digweed.jamie@gmail.com>
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
Co-authored-by: Trigg <36010999+TriggeredBoi@users.noreply.github.com>
Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Co-authored-by: Jordan Brown <Cyberboss@users.noreply.github.com>
* Portals now Ctrl Click on
* Portable Ctrl Clicks
* Lockboxes
* Mining Vendor
* Mining machine id
* Medical Machine id
* Suit Storage Ctrl Click Open
* Generators
* Grav Gen
* Plant Genes
* Outlet injectors
* Space heaters
* Tcomms Traffic Control
* Smes
* Cryo Cells
* Drying rack..
* Chemical Heater
* Quick Fixes
* Alt click is for tanks
* More fixes
* Alex likes User
* User REEEEEE
* Rad Collector
* Hopek Fixes
* Missed One - REEEEEEEEE
* Ai can now use things
* On Contruct (Anchored)
Would conflict otherwise
* Emitters and Collectors
* Fixes for Alexkar and Hopek
* Alexkar Good
* Brick
* I blame hopek
* I am Brick
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.com>
* No longer needed due to tgui
Co-authored-by: alexkar598 <25136265+alexkar598@users.noreply.github.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>
one of three things.
1. They don't use RegisterWithParent or UnregisterFromParent to unregister
and register signals
2. They use callbacks which refer to a source object, which is usually deleted
on transfer, or lost in some manner, or simply makes no sense at all to be
transferred
3. the component was never designed to be transferred at all
TransferComponents gave no shits about any of this and just blindly transferred
all components, if they were actually capable of it or not.
I only noticed this because it was causing chairs to break as they would not register signals
and verbs correctly for rotation after being picked up and then placed down, and a player
reported that issue via ahelp.
Luckily we caught it before the rot got anywhere, only chairs and the shuttle subystem
tend to use this proc (Shuttle uses it on turfs), can you imagine if everything was using
this LMAO
Which is good because it's more dangerous than a loaded gun
I have added a can_transfer var, that is true when a component is valid to
actually transfer, which means the dev has actually thought about what happens when
you take the parent object away and swap it for another and all the crazy that is entailed
by this
I have done my best to audit what components are actually
transferable, but things are basically a hot mess (Thanks @Cyberboss )
The following components required edits:
Forensics:
did not register/deregister the clean_act signal properly, did not checkblood on new parent
Rotation:
did not use RegisterWithParent or UnregisterFromParent, turned out
to not be transferable anyway due to having callbacks that can be
passed in to the parent with unknown sources that we can't feasibly
reuse (i.e if you're transferred from a chair to a bed, your old rotation
call backs are no longer valid). Turns out the use case it was for (just chairs)
didn't need it anyway, so I just made it non valid for transfer.
Wet Floor:
Honestly this one is just a hot mess, it should be a subtype of the slippery
component with the extra wet turf handling.
As it is it basically manages a slippery component on top of it's own extra
functionality, so that's a major code smell.
I added registration/unregistration of the signals, and made it's pretransfer
remove the slippery component and the posttransfer add it back (via update_flags)
Components that seem transferable without issues
mirage_border
orbiter
decal
spill
storage (I hope to earth)
* Update wallets.dm
* Update pockets.dm
* Apply suggestions from code review
For when people forget how sister code works
Co-Authored-By: Trilbyspaceclone <30435998+Trilbyspaceclone@users.noreply.github.com>
* Refactors NODROP flag into TRAIT_NODROP
🆑 coiax
fix: Anti-drop implants can no longer be used to drop objects that they
were not responsible for sticking to a person's hand.
fix: Backfiring with a Barnyard spellbook will now play a spooky horse sound.
refactor: Refactors the way that "NODROP" items work to a new system,
there should be no change in functionality.
/🆑
Various items in the codebase were doing weird hoop jumps in order to
preserve the nodrop flag's state when it also wanted to change it, so I
moved it to a trait system.
I may have gone overboard with the type of unique trait sources, but
those can be changed later. My long term plan is make a general "CURSED"
nodrop origin, which means you can unlock cursed items by being hit with
a bolt of door opening or something. But that's for another PR, this has
no functionality changes, apart from some slightly modified descriptions
on cursed masks.
- Removed a bunch of redundant voice changing code for all the voice
changing animal masks, used two new clothing flags for this purpose.
- Also refactored a bit the animal masks, making new cursed subtypes that play
the sound when created.
* Drop location
* Removes smugglers satchels
I love the cutie reading this
* remove smuggler's satchel from code
* removes all smugglers' satchel persistence code
* removes remaining things
storage component for smugglers, the miracle ruin (uses smugglers), the dme