removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)
this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.
also applies materials to everything, with fixes, which can close#46299
* shitload of new sounds
* dme fix
* file fixes
* more file fixes
* more file fixes
* volume tweaks + better pistol sounds
* more new sounds + no through walls suppressed
* better suppressed
* more work
* pistol handling sounds
* small tweaks
* Reverts italics-span back to no color.
* Cleans up many extra spaces and indents.
* Adds 'hear' span class.
* Replaces all 'italics' used in heard messages with 'hear'.
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
About The Pull Request
Someone correctly pointed out to me that the other ones would need a free hand, and two hand component still isn't done yet. Whoever is working on it, get going for zero pay, and do it faster.
Since people did not like how THICC and BEEFY the inhands were as well, I made them a little shorter to make them look less like they're 7 ft long.
image
64xshottygun
This is what they're going to look like now, I'll bring back those two hand ones once the component is done eyes
for combat shotgun, regular shotgun, riot shotgun, and double barrel.
Changelog
cl
imageadd: New shotgun inhands
/cl
* mostly fixes in this commit
* removes old_god from the dme
* russian shuttle improvements
* TODO: fix the hook gun
* shotgun finished, next commit shuttle
* bounty hunting shuttle
* back up to speed on the dmis
* readds poster 46 and adds the shuttle finally
* dmi fixes
* traps need fixing, work out whatever is happening with synths
* super final touches, see desc
map ports + proper spawners, pinpointer and traps functional. other misc changes
* removes verb stuff from non verb stuff
* review (see desc)
antimagic checks and it now the two objects move inside each other instead
* dmi conflicts
* PLUNGERS. BEGONE.
* Adds stat tracking to mess on station
* Checks for maint to make sure stats aren't counting maint trash which is irrelevant to the janitor
* adds mapload arg to init
* asdasd
* Changes PKM to use screwdriver to remove modules
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull request process. -->
## About The Pull Request
Uses a screwdriver instead of the crowbar(????) to remove modules from it
<!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! -->
## Why It's Good For The Game
Its more intuitive and a lot more consistent with other upgrades and weapons, which use a screwdriver. Also the imagine of using a massive crowbar to pry out a module, whilst funny, isn't really ideal.
<!-- Please add a short description of why you think these changes would benefit the game. If you can't justify it in words, it might not be worth adding. -->
## Changelog
🆑
tweak: PKM now uses screwdriver to remove modules
/🆑
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* Update kinetic_accelerator.dm
* Update kinetic_accelerator.dm
* Update kinetic_accelerator.dm
* Rrrrrreview
The way guns are sawn off is now more sane. You can now use chainsaws
to saw off guns.
Chainsaws are pretty meaty. They are also made out of the exact item
that is usually used to cut guns. I mostly added this because it felt
weird refactoring this without adding a feature so I can get more
updoots.
About The Pull Request
I was dumb and made the last PR from my master branch instead of a branch branch, see #44774 for past discussion
Makes the Mosin Nagant rifle bulky instead of normal sized, but allows you to saw them off much like your average shotgun to normal size. However, sawing it down will introduce bullet spread because of the drastically reduced barrel.
Why It's Good For The Game
The Mosin Nagant is a really fucking big gun, 48.5 inches in its full length model, and with a bayonet attached it can reach near 6 feet long in total. Item size isn't 1:1 with real life, but considering just how notorious they are for being really big, paying homage to it feels right. Plus, running around with sawed off guns feel much more illegal and thus fun.
Changelog
cl Shaps/Ryll
tweak: Mosin Nagants are now bulky, but can be sawed off to fit in a bag
/cl
* Fixes antimagic not working in hand slots
* proper changes
* Update code/modules/mining/lavaland/necropolis_chests.dm
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
* knockback component can now be reversed, has projectile and gun handling, and hostile simplemob handling
adds signals for hostile mobs attacking, altering projectiles before firing, and for when projectiles successfully hit their target
moves knockback handling to a general proc
adds ishelpers for guns and projectiles
* no more weird projectile handling it can just not apply the effect if the component somehow goes away
lifesteal actually works now instead of being a blank file, applies a flat healing effect when you hit something
* fixes up comsig stuff
adds new components to the fantasy prefix and suffix
knockback now handles throwing anchored objects
lifesteal now properly heals the target with projectiel weapons
adds summoning component to handle mob summoning with item attacking and such
adds fired_from variable to handle what a projectile was fired_from, firer would be the mob that fired and fired_from would be the gun, in the case of an autoturret, fired_from and firer would be the same
adds shrapnel component, fires projectiles around a fired projectile when it hits
adds igniter component to set attacked mobs on fire
* no more shrapnel on items that can't use it
summoning items now summon at least one mob maximum
adds specific weighted projectile types for shrapnel to prevent broken options being picked
removes the reverse var from knockback component and instead just handles negative thrown turf
* Removes repeated line
* Description change for clothing items that can only store specific items
* Get all children of can_hold listed items.
* can_hold only needs the top most item, child items are dealt automatically
* cant_hold related change
* Text change
* Moves the item check to the line above, and removes the current.
* Same changes, but to belt/wallet code.
* Change to using signals instead
* Generic signal on datum/topic
* Cache typecache, and small signal change
* Small argument tweaks and remove unneeded lists
* Change to proc
* Change call can_holds/cant_holds to use new proc
* initial, and cleaned up display code
* Null check
About The Pull Request
Was fairly shocked to find out hiveminds never took tinfoil hat protection in account, so decided to implement the factor in the game mode. Might have overdone it and probably erroneously changed a couple logics while getting rid of some really indented passages that could easily early return.
So what's said on the tin, this is lot more preferable than clunky is_type() checks on headwear anyway.
Also expanded tinfoil protection to hivemind and (non-revenant) telepathy.
Why It's Good For The Game
Let us remember the "purpose" of tinfoil hats.
Changelog
cl
code: Merged tinfoil hat kind of protection into the anti_magic component.
add: Tinfoil hats can also be warped up from excessive dampening of mindray/though control/psicotronic anomalies, or by simply being microwaved in an oven, and become useless.
add: Immortality Talisman and Paranormal Hardsuit helmets now come with tinfoil protection too (minus the paranoia and limited charges).
balance: Rebalanced many hivemind effects to be dampened/delayed by tinfoil shielding. Bruteforced Assimilate Vessel, One mind and Awake Vessel abilities will consume more tinfoil charges compared to others.
balance: Genetics/Slime/Alien Telepathy and Slime Link are now stopped by tinfoil protection.
/cl