* WIP HUDs
* Iterative
* midway with nightvision
* introduction of the nullrodhud
* Thermal hud update to new system
* basic pathogen hud
* vampirehud updates
* rebasing sechuds on /hud vs /sunglasses
* wrapping up mob coverage
* curseddoublehuds and pai can still arrest
* combined hud rename and icons
* removing medical hud mental changes and icons
* reverts medhud icons
* Final cleanup
* missing icon, weird git merge bug
* Removes vampire glasses
* BUSSING errr testing procs
* fix runtimes with missing clients
* fixes arrest inheritance and det tracking huds
* Magic number into variable
* Probably fixes the persistence misc subsystem sometimes failing
* g'damn stat collector failing my tests
* another roll of the dice
* Update Dreaming.dm
* sanity
* I'm at the end of my wits here
* Revert "I'm at the end of my wits here"
This reverts commit cfbe57f4b2.
* never doubt the code
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.
* Moved breakable.dm.
* Fix metaclub beepsky's maxhealth to maxHealth.
* Attempted to fix named argument error.
* Attempt to fix take_damage() derived proc named argument error.
* Attempt to fixed named argument error.
* Fragments can be obj not just item.
* Remove debug.
* .
* Fixed conflicting proc definitions.
* Attempt to fix runtime.
* Partly dissolve existing implementations of object health into general framework.
* Declare parent args in take_damage() proc overrides.
* Typo fix.
* Comment change.
* Change destroy to qdel.
* Update breakable.dm
Check for null teeth.
* Teeth check.
* .
* Gum check.
* Bugfixes and general object kicking.
* .
* fix kicking
* .
* .
* Kicking small items around.
* Throwing something at an object to break the latter.
* Fix storage inconsistencies.
* Nicer kick damage calculation.
* You don't need teeth to bite properly with a beak.
* Items can take damage landing in disposals.
* Undo that.. there's bug potential.
* Generalize breakability to obj. Standardize health and maxHealth for objs. Make flashlights, cameras, beakers, and wall-mounted lanterns breakable.
* Moved breakable.dm.
* Fix metaclub beepsky's maxhealth to maxHealth.
* Attempted to fix named argument error.
* Attempt to fix take_damage() derived proc named argument error.
* Attempt to fixed named argument error.
* Fragments can be obj not just item.
* Remove debug.
* .
* Fixed conflicting proc definitions.
* Attempt to fix runtime.
* Partly dissolve existing implementations of object health into general framework.
* Declare parent args in take_damage() proc overrides.
* Typo fix.
* Comment change.
* Change destroy to qdel.
* Update breakable.dm
Check for null teeth.
* Teeth check.
* .
* Gum check.
* Hat stacking
* Painful attempt at displaying them on people, copypasted because there is no other way with this file
* Fixes, offsets
* A
* Now compiles
* Fixes
* Now pulls from top, much nicer
* On by default on this day
* Maybe this helps
* Fitting flufftext
* Less calls on this
* NOW FINALLY WORKS
* Adding a limit set by admins to the pillar
* Fixes
* Examine code
* Monkeys and MoMMIs too?
* MoMMI display
* Fixes
* Monkeys, ideally
* Finally, advanced holograms
* Sanity checking
* Mannequins?
* Not for corgis
* Basic grammar fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* MushroomTeeth
* panda bearpelts
* I can't stop listening to Guilty Gear Strive's opening
* THAT IS BULLSHIT ! BLAZING ! STILL MY HEART IS BLAZING !
* well the test run linter failed for no good reason this time so here's more Dreaming.txt content to celebrate Xenoarch and Xenobio finally graduating as their own job.
* ok that one is on me
* green slimes make a tray's plants immortal
* blue slime makes foam extinguishers dope again
* orange slime will provide a pepper spray with unlimited capsaicin
* adds missing return statements
* oil slimes attach to pickaxe type things and make them dig AoE
* fixes wrong type in attackby formal params
* black slimes can attach to a chemistry dispenser to make DD easier to cook up
* metal slimes let rpd's build pipes on all layers at once
* YOU WILL COMPILE
* makes multilayer work correctly
adds red slimes allow autowrenching
* socket wrenches can have a bluespace slime attached, which stops the gas from leaking out into the room
* changes the autowrench on RPD to yellow slime
* upgraded foam extinguishers now have 16K foam
* nerfs the pickaxe upgrade by 50%, now 1x3 like ripley
* slight name change so it fits on the chem dispenser ui
* Update code/game/objects/items/weapons/tools.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/game/objects/items/weapons/tools.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/hydroponics/hydro_tray.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/mining/mine_items.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/RCD/RPD.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/hydroponics/hydro_tray.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* variable changed name
* Testing out new slime_act() method
* Socket wrenches
* RPD, hydro trays
* Pepper sprays, pickaxes
* Chem dispenser, beginning rework of act function
* Now makes qdel work right
* Fix compile errors
* And another
* Aaand some more
* Maybe this?
* Oh
* Moves this up to object level, less redundant
* Refactor of has_slime check
* Indentation
* Indent fix
* pls pass test
Co-authored-by: tianyou <fuckgit@fuckyou.git.fuck>
Co-authored-by: hbycyl <36418376+hbycyl@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: 天佑 <meitianyou94@gmail.com>
Co-authored-by: kanef <kanef9x@protonmail.com>
* Renamed every instance of "plastique" (c4 explosives) to "c4"
This is in the name of every admin out here and anybody doing testing. Fuck you old c*ders.
* fuck you plosky and old test map nobody uses
* PLOOOSKKYYYYY
* starting the crusade against relative pathing
* new() part1
* new() part 2
* FOR VALHALLA
* you sneaky buggers
* part 5: the reckoning
* chapter 6: rejuvination
* chapter 7: age of conflict
* dammit travis
* adds the satelite and satelite deployment
* satelite -> satellite
* fixes things PJB pointed out, and things found during actual testing. Viva faster computer!
* recommended fixes
* adds armor to humanoid mobs. Fairly simplistic, but didn't want to go overboard by adding def_zone checks
* re adds the magtape sprite, redoes its process, removes the default engi spawners that don't actually spawn anything
* ADDS TRAINS
CHOO CHOO MOTHERFUCKER
-FAST TRAINS
-SLOW TRAINS
-THOMAS THE TRAIN ENGINE
-TRAIN SIMULATOR BITCH MOTHERFUCKER WHAT YOU KNOW, TRAIN SIMULATOR BITCH WATCH THAT TRAIN GO, I PULL UP TO THE STATION YEAH IM ON TIME, STACKING MAD CHIPS WHEN THEY HOP ON MY LINE
-MOTHERFUCKER ARE YOU REALLY GOING TO READ ALL THIS
-PRETTY SURE BY THIS POINT YOU HAD TO OPEN UP THE COMMIT ITSELF TO READ THIS
-WOW FUCKING STOP ALREADY YOU NERD
-adds penis to vagina
* FORGOT MY COAL
* Changes plasma to phoron
Because plasma has been coopted to mean the 4th state of matter, we're rebasing to the new bay naming standard of phoron
* Fixes maps and filenames
* Whoops forgot to change test box!
* attack animations
* removes grammar fix
* atom/movable & lowered pixel adjustment, lowered time it takes to animate
* consistency for mirrors
fix for double baton
* shields now play the animation even on block
fixes some slime inconsistency
* Move DMI files over to 64x64
* Lighting overlay + world.icon_size.
* Change 32 to world icon size
* Adds pixel shift multiplier
* Fix accidentaly 16 -> world_icon_size/4 conversion to proper world_icon_size/2 conversion
* Fixes lighting properly
* Fix spacepods bounds
* Redo all icons with BYONDTools bug fixed
* Update ALL the map files dear god
* Double crayon font size
* Update all screen locs
* Fix contextual clicks
Couldn't use PIXEL MULTIPLIER here for the most part due to the fact most of these are ranges and doubling them would leave empty spaces
* Fixes maptext size and the final touch ups on antag screen locs
* Runs optipng on the DMI files in last commit.
Because my optipng version was outdated (blame the optipng package I had installed) it failed to run on the erge commit. This fixed that.
* Reduces parallax size a bit for 64x64 map sizes
* Fix lobby screens
* Fix DME
* NO MORE HALF MEASURES, CLUSTER
* NO MORE HALF MEASURES, CLUSTER
* bugfixes
* bugfixes
* final bugfixes before the final testing
* we have clearance for lift-off, captain.
* PLANES
* whoops
* bugfixes
* adds dummy noir obj/screen
* I.plane = initial(I.plane) + assorted bugfixes
* fixed bugs and did a thing with lasers & tasers
* thanks for using a define up there it's really useful and maintainable.
* hand refactor (COMPILES)
* Works pretty much
* Test martians
* Martians
* Fix human UI
* Fix find_organ_by_grasp_index() returning arms
* CL + tweaks
* Last fixes
* a
* Better CL
* Fix weird issue!
* Fix virologist job
* Resolves a very important issue
* I thought I had already fixed this
oh well
* Fix grabs
* Shat