* IPC Lungs?
* no co2 passout
* makes o2 and co2 work (I should refactor this shitcode)
* Update life.dm
* fix
* Update lungs.dm
* mmmm isnt this fun!
* Update screen_alert.dmi
* someone fucking broke tails again thanks guys
* adds "organ efficiency", a modifier for how strong an organ is in generic organ-related activities
gives higher organ efficiency to several upgraded cybernetic organs, alongside with the generic organ-related activities it does stuff with
adds ghetto craftable organs, currently just the lungs and heart, which have lower max health and organ efficiency
adds cybernetic stomachs and ears
redoes the sprite for the cybernetic heart and makes it actually beat
switches the nanite heart to use the nanite organ icon
* did not mean to remove that
* Update organ_internal.dm
* Update code/modules/surgery/organs/lungs.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Update code/modules/surgery/organs/heart.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
Co-authored-by: Hopekz <hopekxx@gmail.com>
* 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>
* AHHHHHHHHHHHHH
* oopsie
* Fucking extools, who would of guessed
* eee
* MAPS GO BRRRRR
* Icons
* Update code/modules/atmospherics/machinery/portable/canister.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Update code/game/objects/items/grenades/atmos_grenades.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Update code/game/objects/items/twohanded.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Update code/modules/atmospherics/machinery/components/binary_devices/pressure_valve.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Update code/modules/atmospherics/gasmixtures/gas_mixture.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-authored-by: Hopekz <hopekxx@gmail.com>
* More shit
* Update basemats.dm
* Cock and Balls
* oh my god kill me please I hate gases and colton is a slave master someone call the cops he is after me and I dont feel good. I need some help here because I dont know what im doing and im very scared.
* Fuck off linter
* HMMMMMMMM
* Hmm?
* afasggsag
* REEEE
* COMPI:E BAD
* Hmmmm
* icons maybe
* T mixer
* Icons
* Ree
* Please work
* Fucking yogs folder
* Reeee
* Icon and runtime
* Reee
* Indents
* MIXER GO BRRR
* E
* Last update of the night
* oopsie
* Linter go Brrr
* REEE
* MOre fixes
* e
* Electroshitter
* EEE
* FUCK
* Maybe makes this work
* tg bad
* Come at me linter.
* Fucking oops
* Update electrolyzer.dm
* LINTER GO TO HELL - GIMMIE DAT GREEN TICK
* Im dumb
* E
* Update electrolyzer.dm
* Fixes vents
* Fixes
* E
* Fucking Jank code is jank
* R
* r
* Update tgui.bundle.js
* fucking moja just used goddamn find and replace
* Theos
Co-authored-by: Hopekz <hopekxx@gmail.com>
Co-authored-by: Theos <theubernyan@gmail.com>
* RCDs can now deconstruct airlock assemblies and firelock frames.
* RCDs, RLDs, and children of each can fit on the belt slot.
* Certain bags and belts can carry more types of items. Liver, lungs, and stomach organs are now small-sized items.
* oh boy I sure love putting my metal foam grandes on my toolbelt
* door_assembly.dm suggested change (nichlas1000)
* firedoor.dm suggested change (nichlas0010)
* 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
* Remove reagent ids and use typepaths where applicable
* Remove reagent ids and use typepaths where applicable
* Resolves some easier conflicts
* Resolves medical_tools.dm
* Resolves robots.dm
* Handles cinnamon
Wow, I cannot do this manually. Fuckin' regex time.
* Removes 27 merge conflicts (!!!!!)
* Makes it actually half-attempt to compile
* I just -- I give up, it's over
* mk
* mk
* mk
* hm
* ok
* what a bloody chain reaction jesus
* ok
* and done
* went threw and changed the ones I missed
* ok
* dangit altoids hurry the fek up
* Fixes whatever I found find thru this regex:
reagents[\s\w]*=[\s\w]*list\([^\/]+\)
cl Mickyan
add: Added various new moodlets
add: Most notably, the Laughter chemical and breathing small quantities of N2O can improve mood
add: Psicodine: a new chemical that can restore sanity levels to normal and temporarily suppress phobias
add: Happiness: a homemade drug that supposedly gives a feeling of total bliss and.. emptiness? That can't be healthy... watch out for side effects.
fix: The suffocation moodlet now triggers correctly
fix: The drunk moodlet now clears as soon as the drunkenness wears off
/cl
Fixes#41170
List of new moodlets:
Jittery
Vomiting, vomiting all over yourself (gross)
Painful medicine application (silver sulfazine/styptic powder/syntflesh) - very short duration
Chemical euphoria (breathing N2O)
Laughter/Superlaughter reactions
Happiness drug related reactions
Psicodine: keeps your sanity at least above neutral level and suppresses phobias as long as it's in your system. Also available from pill bottles at the medivend at a premium.
Happiness: loosely inspired by Joy from LISA, very addictive, does minor brain damage, withdrawal makes you slowly go insane and overdose makes your mood jump all over the place. Also suppresses phobias. Good if you need a very quick and powerful boost but not very practical for keeping your mood up for long periods.
fix: having higher sanity is no longer punished by making you enter crit faster
balance: you can have 100 mood instead of 99 before it starts slowly decreasing
Remember higher sanity is BETTER
You want crit_modifier (now crit_threshold) to be LOW so you can stay in fights more (you go into crit at 5hp vs 0hp).
Why: Proc overhead, puts the load on mood, proper abstraction of mood component, values > defines, etc.
cl Floyd
del: removed beauty / dirtyness
balance: Mood no longer gives you hallucinations, instead makes you go into crit sooner
/cl
oranges requested these changes, i havn't coded in DM for a while so I might have made some mistakes
The component is initialized with any combination of three flags, EMP_PROTECT_SELF protects against effects that target the object itself, EMP_PROTECT_WIRES protects against wires being messed with similar to the NO_EMP_WIRES_1 flag which this PR removes, EMP_PROTECT_CONTENTS protects against things that are inside the object like organs, internal "non-virtual" power cells and the like
This enables (but doesn't introduce) new mechanics such as adding EMP shielding at runtime to any atom, or taking it away.
No ingame changelog cause these are supposed to fool people.
Changes:
Hallucinations now pick from a single weighted list, instead of being separated in tiers. The more obvious a hallucinations, the less likely it is to appear.
Hallucination is now a contantly ticking down variable. 1 hallucination = 2 seconds duration. Hallucinating effects have been rebalanced to fit this.
Hallucinations have a random cooldown ranging from 10 to 60 seconds. The status will still tick down in the meantime.
The Sounds hallucinations has been split in three: realistic sounds (likely), weird sounds (rare), and station messages (i.e. the shuttle arrived, blob warning, etc.)(also rare).
The Bolts hallucination now stops you from bumping doors open. You can still click them to open them.
Removed the singulo hallucination. It's pretty much impossible to make it realistic enough, and it's too widely known to scare someone. It's an annoyance and a definite tell that you're hallucinating.
Removed the xeno attack for the same reasons. It was kept in the code to serve as a pseudotemplate for hallucination mobs.
Removed the fake attacker hallucination. Trying to replicate full attack and defense code as well as managing icon generation with blacklists and all is just not worth it. It would never be realistic enough.
RDS hallucinations have been either rolled into normal ones or removed (the OOC ones). No reason to keep them separate, aside from throwing off the hallucination odds (which has resulted in complaints about the cult victory warning being too common).
Added/edited a lot of strings for the text-based hallucinations. I could definitely use a few more for the message hallucination, i got writer's block there.