* Soft Reset
* white define
* alpha define
* high roller starting mats, recyk, and melt temp
* open container check
* removed radium prank, moved to a special interaction with the painting brush
* fixing conflicts in items.dmi (removed coin icons moved to coins.dmi)
* Gives service cyborgs several new improvements to make them less painful to play.
Adds the chemical synthesizer.
Rename borg synth, add coffee and tea to it, preserve whitelist temperature when scanning.
Add impropers and change desc
Make rapid service fabricator not spark inelegantly.
Give service cyborgs the chem synth and a shaker to boot.
Adds some spicy chemicals to emagged service borg
Add chloral beer to emagged service borgs
Remove's brobot and mickey finn entirely
Allow the RSF to dispense directly into borg grippers
Remove cooking upgrade and make it part of the default loadout.
Make the portable seed extractor as good as an unupgraded static o ne. Also update the name and description to be less confusing.
Give the chem synth its own sprite
Adds a rag to service cyborgs.
Add champagne and poison wine to scannable reagents
* Remove debug printout
* Replace tot cleaver with regular cleaver
* Shut up the linter.
* Beepksy Smash -> Beepsky Smash
* remove "lit" from extinguish string
* fix rcd airlocks being prefixed with mproper
* Snuffing out a barrel fire is no longer a shared experience
* Corrects notice/warning
* Metal construction menu slightly more accurate costs
* Adds qdel defines
* Adds qdel defines
* halfway through fixes
* rest of em
* fixes
* adds more
* list in action
---------
Co-authored-by: SECBATON GRIFFON <sage>
* first do some window code cleanup
* icons
* icon preparation
* actual smoothing
* do it in here instead
* do it in here instead
* fixes
* wont be needing this
* icon fixes
* fix
* fix
* neighbours on turf too
Co-authored-by: SECBATON GRIFFON <sage>
* added the full range of green and yellow tatami floor tiles to floors.dmi
* Updates dojo floor tiles to use new icon state name
* Adds Tatami to the tile painter, makes the halfmats a single icon with directional states
* Fixes dojo walls that were ruined by the smoothing process
* CE-only advanced RCD
* Implementing 2x speed stuff
* New balance
* Mapped into box
* Into some more places
* And more
* Last few
* Updated icons
* Some fixes
* Map diffs
* Steal objective
* Removes this cartridge type
* Brings old amount back
* Removes unused icon
* New icon
Co-authored-by: kanef <kanef9x@protonmail.com>
* Add manual and digital pressure valves
Valves that open if the side input has high (or low) enough pressure.
Next up, AAC stuff
* Add manual and digital pressure valves
Valves that open if the side input has high (or low) enough pressure.
Next up, AAC stuff
* Radio and AAC stuff.
Next up, testing and bugfixing, starting with:
* The new AAC automations don't show up on the AAC??? I can import and export them fine, and they DO work, they just... refuse to appear on the list of available automations. As far as I can tell the datum's mere existence seems to be enough for inclusion, there's no secret list on some obscure file
* ??? (TBD, and hopefully none!)
* Finishing touches I guess
Fixed gremlin tampering probability, removed the power check cause turns out they already do that by themselves, and gave valves an extra overlay so you can tell they're enabled. AAC issue got fixed after clearing cache, f*** you BYOND.
* Update code/ATMOSPHERICS/components/trinary_devices/pressure_valve.dm
Co-authored-by: Exxion <exxion191@gmail.com>
Co-authored-by: Exxion <exxion191@gmail.com>
* This stuff
* Mostly works?
* Vaguely kind of almost working
* whatever
* Updates for newer code
* REAL updates for new code
* Actually works, apparently
* Details
* Oops
Mistake while resolving conflicts
* Steals Damian's solution
* change_dir()
* Missed a couple
* I swear this didn't show up in my search for some reason
* Update code/game/atoms_movable.dm
Co-authored-by: DamianX <DamianX@users.noreply.github.com>
* Update code/game/atoms_movable.dm
Co-authored-by: DamianX <DamianX@users.noreply.github.com>
* Can no longer sometimes crawl through walls
Kind of?
* Cleanup and fixes
* Workaround
* Fixes
Co-authored-by: DamianX <DamianX@users.noreply.github.com>
* wip refactor old events
* refactored events
* We're not lazy anymore! I mean we're still are. We just don't call ourselves that. Lazy is the new default option. It's also the only option. God, this took so long.
* fix map
* Fixing bad syntax
* Maybe this will work
* Travis wanted me to remove this
* Unticking attempt
* Unticking attempt 2
* Removing all useless broken zshadow stuff
* Maybe now?
* Oh weird
* Adding up/down pipe sprites
* Adding darkness overlay, attempt #1
* Second attempt, now works
* Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness
* Fix, plus keeps this floor in place
* Really bad fix that stops space looking weird
* Now everything should work normally, except lighting overlays
* Updates the map
* Consistency
* Adds new fall damage sound
* Typo
* Jetpack fun
* Better
* Less bad brackets and parantheses pain
* OHhh
* These fly too, brooms next whenever I figure those out
* Finishing pipe icons
* Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake
* Bringing back zshadow, but with no icon
* Oh it's this issue again
* Final fix, better attempt at image relay
* Now for it looking nice, vis_contents are bad here too
* Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it
* Map change
* Changing it back, test server stays on box anyways
* Removing non-working solution
* Removes broken lighting overlays
* Finally fixes up floor generation above walls
* Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz
* More, almost done
* Finalised
* Cube option
* Logic fix
* Syntax
* Attempting to make item fall on arc
* Compile
* Now this is no longer needed
* BRACE FOR ENABLING MULTI-Z ZAS
* Attempt at fixing glass floor tiles
* Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink
* Missing var
* Removing unused var and fixes consistency
* Fixing logic and syntax etc, still needs testing before uncomment
* Uncommenting, some fixes too
* Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING
* Client proc to test this
* Adds to list
* Typo not drawing red on main layer
* Here too
* Adding debug logs for clarity
* Better
* Even better
* Experimental multi-Z EMP support, cylindrical effect for now
* Better distance falloff
* Sound/visual support on other layers?
* Z cap for EMP sound
* Booms too
* Adds back accidentally deleted file
* Muuuch more sane check
* Attempt at connecting heard speech between multi Z
* Cleaner
* Missing bracket
* Removing zshadow mobs entirely again, no need for them whatsoever
* Multi-z visible messages
* Emotes
* Fix?
* Wew
* K
* Much nicer function
* I forget about this define
* Ohhhh
* Comma fix
* Aaa
* This might fix
* Removing visible message one for now
* Trying this solution
* Typo
* RIP location, hope this won't break anything
* Actually location gets to come back, fix is here
* I give up, the tests are clearly what's borken
* Let's see what this does with those nullspaces test items (yes really)
* Indent fix, plus nice comments
* MULTI-Z SOUND???
* Woops
* Jetpack and etc trails over open space now!
* No macros, this is why we can't have nice things
* Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK
* Gotta make leapers not fall somehow
* Bad oversight
* Fully allows going down stairs with weird border objects
* Flying now works properly for humans on open space
* Now, fall instantly on stop
* Oversight
* Oh this function
* New helper functions
* Oversight again
* Replacing lines with abs(), multi z singulo pull attempt
* Quick supermatter fix
* Don't cut overlays
* Move down here
* Typo
* Now actually works, implementation could be better though
* Additional helper function for z distances because BYOND hates comparing z
* Reimplementing for sound
* abs() to keep positive for max comparisons in line distances
* Keeping gas overlays outside of multi-z viewing to stop some glitches
* That didn't work
* Testing removal from float planes for stuff that never needed to be on it
* Fixes gas overlays showing up all wrong in multi Z ZAS
* Gutting this controller, no longer needed period, system works fine without it
* Now glass floors look mostly perfect on open spaces
* Var name change for fun stuff later
* Knew I'd miss one
* Gravity based fall delay?
* Settle with using sleep() for now, what could go wrong?
* Lagged the game horribly, so everything
* Here all along, huh
* Just remove it for now, it kinda works but not ideally at all
* Thank you TK code for giving me a nice and working way to do this
* Comments, oversights
* No wait it was right the first time
* Now for the damage multiplier
* Knockdown too
* Nicer format
* This should still be min, plus now have a debug log and shifted around logic
* Now for mech stuff
* Clamping knockdown
* Definition fix
* Dusting this off, hopeful fix to things not falling
* Probably don't need this, I forget
* Hahaha nope, this did nothing
* Finally, a way to make fall() call in mid air after a delay without horrible lag
* Tunes pipe layering if on same zlevel, getting there
* Now fully tuned
* Adding bones for pipe item support
* Test
* z_up pipe item icon state
* z_up and z_down pipe item icon state
* Adding these to pipe dispensers
* Typo
* RCDs too
* Moved here
* Moved back
* Makes space work nicer
* Oh and here
* Fall updates
* Don't need this
* Oversights everywhere
* Fixes
* More
* More, and new stuff
* Even more
* Dampening these a bit
* So many, so moved to new file
* Forgot this
* Refactor
* Forgot to actually use
* Indentation issues
* Works better like this
* Refactors into nicer proc
* One oversight
* Stair frames, to construct into stairs
* Stack recipe for em
* Cutting useless stuff
* Fixes
* Last fixes
* Stops uncrossing at non existant aboves
* Better logic
* Better logic
* Fix
* Fixes nullspace checking runtime
* Removes redundant check on stairs
* Replaces CanPass with Cross, functionality is same and definition is duplicate of it
* Missed one
* Darkening and falling tweaks
* Better call for gravity
* Oversight
* Stops falling in space, zero-g open space movement fixes etc
* Consistency
* Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to
* Var name fix
* Much nicer system with no recursive function or last_fall variable use
* Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity
* Makes z distances pay attention to multi z support
* Maybe this is better
* Left this in
* Adding visible and hidden variants for mapping
* Counts glass floors as open space for the purpose of open space checks
* Bracket fix
* Makes it a macro for easy viewing
* Space looks much better like this honestly
* Makes schematics actually show up on RPD in multi-z
* Making these tied to WORLD_ICON_SIZE
* Changes for someone to test
* Now the fix actually works
* Removes forceMove(), nicer solution
* Giving stairs all their dirs
* Fixing stair position problem and other things
* Stair deconstruction
* Removing redundant enter() check to move()
* Some updates as requested
* .dme and map/file fixes
* .dme and map/file fixes
* Updating can_falls
* Ladder climb fix
* Some port notes updates
* Docs itself
* Removing unused edge_type var
* Removing landmark object, converts it code side
* Removing unsimmed walls doing it, not necessary
* Updated descs
* Fixing observer non-standards in file
* More file cleanup
* Jetpacks allow z-travelling
* Now they really do
* Robots too
* Updating docs
* Code cleanup
* Catch one
* Indent fix
* Not sure what that even is
* Catching these
* Applying some old fixes
* Removing unused file
* Moving nodes back to original places, or an attempt to
* Here too
* Removing unused file
* Moving these back too
* Some fixes for now
* Some more
* Even more, almost done
* Better pipe icons
* More icons
* Disposal pipe construction
* Mixup
* List optimisation, new fixes
Co-authored-by: Damian <damian@autistici.org>
Co-authored-by: kanef <kanef9x@protonmail.com>
* Beginning suicide_act rework
* compile
* more acts
* compile
* compile
* compile
* compile
* better logic
* oh
* oh
* grammar
* TTVs now act like c4
* or now
* now for flares
* compile
* more general ones
* better
* even better
* generalises these too
* supermatter
* oversight
* circuit imprinters
* oversight
* tweaks
* tanks
* consistency
* oversight
* better chem dispenser one
* computers and gibbers
* oversights
* tweaks
* Fix
* processor
* NOOSINGS FINALLY PORTED FROM HIPPIE
* woops
* removing redundant code, consistency too
* more redundancy down
* this is better
* forgot one
* making nearby item checks more sane now
* better bomb one
* oversiiiight
* cuts down redundant function
* now for welderbomb suicide
* sanity
* more sanity
* switch looks nicer
* these too, obligatory
* oh right
* oh right
* hopefully these work right now
* updating for this one now
* species check
Co-authored-by: SECBATON GRIFFON <sage>
* 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>
* Adding spawner
* File itself
* Window schematics
* Construct window framework
* Adding to schematics and deconstructioN
* Adding to mech and borg schematics, placeholder icon
* Fixing compile errors
* Unneeded var
* Hopefully better logic
* Copypasting fix
* Another compile fix
* This should make selecting them actually work
* No deconstructing plasma glass
* Better checks, can_r_wall usage
* Less brackets
* Overlay implementation testing
* More of it
* Remove for now so it can compile, come up with better idea later
* Workable solution
* Now actually works right
* Custom dirs
Co-authored-by: kanef <kanef9x@protonmail.com>
* combine blackout+rcd, add radio scrambling to blackout
* better implementation
* finally figure out a good way
* remove to world
* remove red
* requested hcanges
* fix typos
* oh god
* remove useless vars, fix incorrect types, remove from stack instead of daleeting it
* fix it really
* tard
* use use, dummy
* give rods a plural name
* finish it
Co-authored-by: gurfan <mahimahi6272@gmail.com>