* Part 1
* Refactor signals into different files
* Remove redundant file
* Add missing movable signals
* Add signals log
* Split signal registering with list into new proc
* Add comments to component.dm and remove signal_enabled
* Fix yogs code
* Not this one
* Hopefully make linter happy
* Remove duplicate file
* More duplicates signals
* Initial version
Ripped out old version and added new version
* Update some of the keybinds
* More changes
* Added hotkey sanity checks
* Misc. fixes and features
* Small fix
* Refactor keys_held
* Adds emote keybinds
* Small spelling fixes
* I always forget this one
* Add 1 second cooldown on emotes
* Fix DME
* Don't spam
* Make linter happy
* New MC init
* might work, but need to do more scent descriptions
* very good progress
* big commit for madam
* unused sprite
* comment cleanup
* cleaning up descriptions
* more scent desc changes
* p
* 20 seconds
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Preterni have variable colours now, time for preferences
* Now to select colours
* proper colours now
* Tweaks firestacks from various things
* mapbot what are you doing?
* magboots slow down slightly less when on to help janitors since they need it on to not slip
* C++ demo
* linuxy shit
* Working linuxy shit
* demo writer is necessary I guess
* use the working one
Co-authored-by: TheGamerdk <5618080+TheGamerdk@users.noreply.github.com>
* Fixes NTSL scripts from not working.
* Removes a runtime caused by previous code.
* removes old message in favor of previous one in commit
* Requested changes
* Update IDE.dm
* Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good! (#58991)
credit to zewaka for the idea of using underlays
turns the lighting object movables that were unnecessary and increased maptick into a datum which then applies and removes an underlay in update(). also applies a lot of general lighting clean ups (mostly using as anything in loops and fixing single letter var names).
multiz is a little different by necessity, now only the bottom turf's lighting matters in the brightness of the top turf unlike master where the bottom turf's lighting object is hidden from the vis_contents of the top turf. there are still some kinks to iron out here though, since currently objects suspended in openspace (like tram platforms) look bad and glass floors look bad too
only thing i have left to do is make multiz work (well)
UPDATE: multiz now appears the same as far as i can tell, its possible there are other situations in which its different but datum mats work and it automatically updates if the turf below changes. now i just need to make the system less finnicky if at all possible (and possibly merge managed_turf_vis_content with managed_overlays maybe?)
new update: its basically equivalent to normal multiz as far as i can tell (visually at least, in the circumstances ive tested so far)
NEW NEW UPDATE: turfs no longer have the VIS_HIDE vis_flag and multiz works without stacking the lighting from the floor below! so this shouldnt have any overt drawbacks to master anymore
1 needless movable per tile is terrible for maptick. this is probably a larger improvement than my emissive blocker change in terms of maptick. im guessing we'd get around 0.6 average maptick per player after this where currently we get 0.85 or so
Edit: according to lemon, sybil reached 0.71 maptick per person when tm'd with this
if this is a big enough improvement i might finally be able to get rid of the Gone discord avatar
* Revert "Turns lighting objects into a datum, makes all lighting be performed with an underlay. big maptick fix very good! (#58991)"
This reverts commit ffbbeb64f4.
* port from another codebase
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* [ADMIN] Chganges auth backend to use the forums instead of the DB
* Remove dbranks flag
* I'm dumb
* re-promotes myself
* Re-use datums, rather than continually re-making them
* Delete the datum instead, easier to manage
* Moved to an inhertiance based system for permissions management
* Proccall protection and logging
* Linter
* Update config
* Fixes pp I hope
* Two letters made it do a bad, I am sad
* Clears forums admins when reloading
* Adds db support
* Update config
* Re-enables forum integration
* No editing the funny datum
* Allow me to do the funny during the test merge
* Didn't commit the changes
* Copying and pasting hard
* Sanitize ckey
* Var is unnecessary
* Small debug log to debug dono chat
* Fixes wrong proc call
* Move log, will be a bit much, but is fine because its temporary
* Made better log message
* Fixed reload admins, added debug log to json_decode that was erroring
* Expanded forums integration error handling
* Fully protects funny lists
* Switching to another computer
* half way there
* Should compile now but will be missing icons
* )
* ident
* Add 1/3 DMIs
* Fix taste
* Apply changes
* Sprites n stuff and revive delay
* add organ sprites
* More IPC Screens and Antennas
* L + Ring + Fix
* 2 New Eye Screens
* Fixes
* Fixes
* :) + :( + Reorginization
* Hand Sprites (Needs Spriters Work)
* Make the hands look much less retarted
* Ports Morpheus Cyberkinetics Chassis from Shiptest
https://github.com/shiptest-ss13/Shiptest/pull/1181
* remove debug print
* A bunch of fixes
* get out of there code
* Its not an upgrader cyberheart
* Replaces some color screens with Greyscale variants
* Update code/modules/mob/living/carbon/human/species_types/IPC.dm
Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com>
* Jesus christ burn hits hard
* makes the head decapitable for IPCs
* Retard managed to commit a map
* NO_DEFIB trait and makes emotes work
* revive code
* Update IPC.dm
* Update objective.dm
* IPC Revival Board + Hair Fix
* Gives attach limb a return for limb reattachment
* well fuck you too then
* IPC Organs no longer decay
* Hopefully makes IPC revival work less buggily
* Custom hud icon
* Makes IPCs genderless
* fixes
* Fix starving popup
* Crit fixes and adjustments
* Adjustments & Cleanups
* Update defib.dm
* merge icons
* Update negative.dm
* should fix the rest of quirks + noblood
* FUCK
* Fixes organ duplication
* Removes hemophiliac for noblood people
* no defibbing ipcs fuck you
* moment moment
Co-authored-by: Anvilman6 <54463777+Anvilman6@users.noreply.github.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Secret Gateways: Config loaded Away Missions + Anti-observing Z level traits (#61719)
* Removed effect/dummy/phased_mob copypasta. Fixed squeak component triggering from abstract effects & co. (#54783)
* bonkies
* fix merge
* secret gateway update (#62003)
admins are now notified about a secret gateway load failing, also logs this
secret z levels are protected from incorporeal movement
fixes unpowered ruin areas being powered
adds a bunch of new areas for secret gateways, since var edited areas probably arent a good idea its good to have a few presets
adds cordon turfs and areas, ingame they just look like the z level border, they are completely indestructible, you cant pass them, and if you somehow do, the cordon area kills you (idea from goon but the code and sprites are mine)
adds a z level injector mapping trait, injects a z level trait into the z level its placed on, if you want to add something like ash storms or whatever to your map
adds an anti xray z level trait, you can optionally add this with the z level injector to protect your map against any xray or whatever
* yesss
* Update walks.dm
* last fixed
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* gooby hammer
* zip zap zoop
* no more hammersplosion, hello hammer in the stone
* forgot to nerf wizard pullout time :^)
* 20 second yoinky sploinky but takes twice as long for nonwizards
* fine 15 seconds
* Seccs
Co-authored-by: Byemoh <baiomurang@gmail.com>
* woops the description was still based on this being a timer mechnic, not the yoinky sploinky
* goodbye hammersplosion, the world weren't ready for you 😔
* mjolnir statue sprite updated to the new sprite
* ho
* Update yarn.lock
* big progress
* more more more
* some kinda progress i thin
* kinda in
* hair to flower matching working in character setup
* we're just about there baby
* i hate the randomize human proc
* COLOR RESTRICTIONS IN PLACE
* undo yog dme fuckup
* Revert "Merge remote-tracking branch 'upstream/master'"
This reverts commit a28e3b6050, reversing
changes made to 46f9355fc7.
* should fix yarn being weird
* oh come on
* Revert "Merge remote-tracking branch 'upstream/master'"
This reverts commit 46f9355fc7, reversing
changes made to dfcc046265.
* watch this break everything lmao
* PLEASE
* more cleaning kill me
* i really need to update my main
* i actually made it worse
* LAST ERRANT THING??
* square
* now you can't make a human with black hair and switch to pod for black hair
* nevermind that "fix" broke the hair waa
* H.dna.fuck
* Apply suggestions from code review
Co-authored-by: Byemoh <baiomurang@gmail.com>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* Fixes dab animation not working
* Update matrices.dm
* Reverts jamie's commit to my pr
Co-authored-by: alexkar598 <>
Co-authored-by: Jamie D <993128+JamieD1@users.noreply.github.com>
* PLEASE GOD JUST WORK PLEASE
* YES?
* oh my god it works
* should resolve the merge conflic, also the diamond was of a different darkeness woopsie
* YOOO THEY DON'T GET HIDDEN BY PARTIAL FACE OBSCURITY ANYMORE. SEC HELMETS AND TOGGLED BALACLAVAS WORK
* Update decentralized_os.dm
* Update decentralized_os.dm
* Update decentralized_os.dm
* Update robot_upgrades.dm
* Firmware Boards
* Update ai_controlpanel.dm
* Update ai_controlpanel.dm
* Power balance
* Fixes some verb and HUD issues
* MMIs can hvae predetermined laws now. Start of RD password code.
* Finished RD code
Made AI revert to core if they're in a shell when it's getting attacked.
Fixed giving MMIs + posibrains laws
* Don't let oldstation use infinite boards
* Happy linter happy life
* Update robot_upgrades.dm
* Update ai_data_core.dm
* Update ai_data_core.dm
* Update ai.dm
* Moves defines to their own folder. Increased power usage and temp production for testing. Fixed air becoming "stale"
* Smoothing for expansion busses
* Malf upgrader
* UI tweaks
* makes it compile whoops
* makes it compile for real
* Lower temp limit
* Update ai_controlpanel.dm
* HUD fixes maybe?
* Plaque
* Update ai_controlpanel.dm
* MAPS
* kilo
* Update signs_plaques.dm