* Sonic Costume Pack + Itty bitty bugfix
Adds in 6 new costumes to the AutoDrobe. Also fixes an issue where you couldn't use the wirecutters as a ghetto hemostat and I did the screwdriver too because why not.
* Update organs_internal.dm
* tweak
small text tweaks because the knuckles and sonicman suit weren't showing properly.
* fixes conflicting files
* Fixes meat hard dels, fixes new player holdover ref
* box
* you know what i'm not smart enough
* better
* Update atoms.dm
Unit tests?
* this is fine for now?
* it just works lol
* .dme
* Revert "May fix the login failure issue on 516 (#37537)"
This reverts commit 6071b0a21e.
* Revert "516 compatibility PR 2: the revenge of Node.js (#37501)"
This reverts commit 875eca8b71.
* first commit instruments
first commit for instruments, should have everything ready
* open dream linter fix 1
* fix linter warnings 1
* subsystem + other small fixes
* alternative sprites
* more alternative sprites
* style fixes + src. removal
* mm code
* size detection and setup
* it actually compiles now
* smore changes
* fixes, additions
* making things buildable pt 1
* buildability pt2
* grammar, because i was making this at 3 in the morning
* file seperation and fixes
* adds a new reagent
* placeholder sprites pt1
* conflict resolution (i hope)
* more icons, reactor assembly works on spawned obj
need to add things to material construction menus, as well as make datum code a bit better.
* rework to fuel mechanics, constructability additions
* fixes, changes, stuff
* cargo orders, construciton, bugs
* runtime fixes, errors and isues. it just werks.
* Update datums.dm
* ENGAGE HYPERSHITCODE THRUSTERS!!!1!111!!
* suggested changes pt1
* changes pt2
goto goto goto while true
* SCRAM actually works now. better controller examine text.
* FIX IT FIX IT FIX IT FIX IT
* the candle the burns twice as long burns half as bright (fuel number change)
* nerf starter
* new cargo order
* reactor UI
* UI refactor
* reactor UI functional
* construction fixes
* fuel creation UI
* deconstruction
* adjustable units
* new fuelrod subtype
* fuel recycling
* rads
* meltdown framework
* rads, guide
* finishing touches
* UI autoclose, explosion changes
* oops wrong side
* nevermind i'm dumb
* explosion tweak
* ex_act
* seconds are 2 digits
* more rod icons
* more heatcap
* TWO SECONDS
* file rename
* updated control rod code for 2 secs
* sprite changes, system changes, ui changes
* reactor controller sounds
* scram sound manually
* post-review code fixes
* BEGONE SUBSYSTEM, CURSE YE TO THE SHADOWS
* movment fix
* UI recolred to look more similar
* case icon updates
* enhanced detection of reactor construction, fixed runtimes
* fixes lmao
* changed sprites, overlay reworks
* changed controller sprites
* nu reactor ui
* new fuel machine UI
* more ui, expanded funcs, changed radium's role
* regenerate calcium nerf
* meltdowns are slower
* nu sprites
* areas, runtimes, guides, oh my!
* new reagent! runtime fix!
* removed old files
* updated corium, tweaked meltdowns
* removed gotos
---------
Co-authored-by: west3436 <66280799+west3436@users.noreply.github.com>
* mm code
* size detection and setup
* it actually compiles now
* smore changes
* fixes, additions
* making things buildable pt 1
* buildability pt2
* grammar, because i was making this at 3 in the morning
* file seperation and fixes
* adds a new reagent
* placeholder sprites pt1
* conflict resolution (i hope)
* more icons, reactor assembly works on spawned obj
need to add things to material construction menus, as well as make datum code a bit better.
* rework to fuel mechanics, constructability additions
* fixes, changes, stuff
* cargo orders, construciton, bugs
* runtime fixes, errors and isues. it just werks.
* Update datums.dm
* ENGAGE HYPERSHITCODE THRUSTERS!!!1!111!!
* suggested changes pt1
* changes pt2
goto goto goto while true
* SCRAM actually works now. better controller examine text.
* FIX IT FIX IT FIX IT FIX IT
* the candle the burns twice as long burns half as bright (fuel number change)
* nerf starter
* new cargo order
* reactor UI
* UI refactor
* reactor UI functional
* construction fixes
* fuel creation UI
* deconstruction
* adjustable units
* new fuelrod subtype
* fuel recycling
* rads
* meltdown framework
* rads, guide
* finishing touches
* UI autoclose, explosion changes
* oops wrong side
* nevermind i'm dumb
* explosion tweak
* ex_act
* seconds are 2 digits
* more rod icons
* more heatcap
* TWO SECONDS
* file rename
* updated control rod code for 2 secs
* sprite changes, system changes, ui changes
* reactor controller sounds
* scram sound manually
* post-review code fixes
* BEGONE SUBSYSTEM, CURSE YE TO THE SHADOWS
* movment fix
* UI recolred to look more similar
* case icon updates
* enhanced detection of reactor construction, fixed runtimes
* fixes lmao
* changed sprites, overlay reworks
* changed controller sprites
* nu reactor ui
* new fuel machine UI
* more ui, expanded funcs, changed radium's role
* regenerate calcium nerf
* meltdowns are slower
* nu sprites
* areas, runtimes, guides, oh my!
* new reagent! runtime fix!
* removed old files
* updated corium, tweaked meltdowns
---------
Co-authored-by: west3436 <66280799+west3436@users.noreply.github.com>
* Add the spiderbot fabricator
The spiderbot fabricator is a device built by R&D that can be activated by ghosts to spawn there as a spiderbot.
It is similar to the MoMMI fabricator, except it must be fed metal sheets to work and can actually be built by players.
It can also be used by mice by clicking on it to become a mouse-spiderbot (which is apparently a thing).
* fix linter error
* Load up with positronic brains instead of metal
* var/i
* shut up this warning too
* Improve this logic
---------
Co-authored-by: west3436 <66280799+west3436@users.noreply.github.com>
* Add new midround antag: the divergent clone
Divergent clones are perfect copies of existing, potentially still living crew members,
created in a freak cloner accident. They can remember the original's antag status,
and may sometimes be evil which means they get traitor objectives. If the original
is also a traitor, the evil clone will share their objectives.
* give the spirits-in-waiting the default ghost sprite instead
* skip records check if forcespawn is enabled
* Forgot the role
* Review fixes
* duh
* first map done
* adds file, plus makes a way to support this recursively
* indents...
* lets this config turn it off
* splits these off
* actually does it
* split off proc to debug call during round if need be
* deff and meta
* packed and way
* some more maps down
* last of the maps actually in rotation
* linestation
* some overwrite tweaks to make the whole thing work
* oh yeah it needs this
* maybe like this
* faster
* cuts this down!
* more cleanup
* cuts this down
* cleans these up too
* does a system for xoq
* some more cutdown
* cuts this down too
* map can be smaller and still load everything, disambiguates this element name for similar reasons
* makes these easier to manage
* covers this too
* some map stuff i missed
* lil fix that makes this work right on xoq
* these are broken on xoq so these have to load unrotated sadly
* initial work
* saner
* cleaner
* file split
* moves defines
* cleanup
* compiles
* bus tool
* testing
* better admin tools
* better admin tools
* headlines
* headlines
* more headlines, all done now
* cannot get this to show up over gitignore
* this too
* reverting all of this since i can't get gitignore to behave and it's out of scope
* forgot this
* go again
* saner system, more akin to events subsystem, a lot copied from it
* consistency
* fixes something
* makes this show up too
* reformats
---------
Co-authored-by: SECBATON-GRIFFON <kanef9x@protonmail.com>
* initial commit. alot more needs to be done
* some more progress.
* alot added. most big stuff is done. ammo and sounds need tweak
* a bunch of stuff added to converting Lawgivers towards Honkgivers
* magazines tweak
* lawgivers into honkgiver and vice-versa
* readds radstorm remote to dme
* Delete code/modules./projectiles/ammunition/magazines.dm
* removes changes to projectile.dm
* Update projectile.dm
* fixed linter warning and disappeared icons
* better warning fix
* changes misleading description on honkgiver mag
* custom suicides for most honkgiver shots
* some more tweaks and cleaning up
* Finishing touches, bugfixes, ready for review
* adds / to a proc to fix error
* Recharging Doomlazor & speedup on scream shot
* longer recharge and makeSkeleton on doomlazor
* fixed error
---------
Co-authored-by: realestestate <>
* Advanced pocket satellite vault
* Advanced pocket satellite vault
* makes this actually hear no
* tweaks vault stuff a bit
* adds this
* standardises
* tidies this up and makes it work better
* tidies this up and makes it work better
* closer to value stated
* updates type
* some bolt control
* sanity
* heard message
* adds this
* makes these work better
---------
Co-authored-by: SECBATON-GRIFFON <kanef9x@protonmail.com>
* just speeds up this subsystem for now
* cuts this down too
* makes this 1.2 seconds faster
* this takes off 0.1 seconds too and works the same
* optimises this too
* new logic shaves off 0.3
* 0.1 seconds off
* sanity
* another 0.1 down
* no time shaved but it does fix this issue and clean up code
* closet cleanup
* cleaner line
* now filters it like so
* no spawn() here for roundstart stuff
* cutdown
* forgot this
* Most of the work on content for the grug event done.
* Lots more grug content.
* Defibrilator eels, nature procgen improvements, etc
* Final round of content for grug bus
* Standardizes strings so that typos won't break EVERYTHING!!
* Adds missing return to fix defib eels.
* Rock doors!
* Blacklists fireaxes from destroying planetary grass.
* Forgot a comma.
* Alernate Jobs Database
* jobs update
* Optional
* cheap
* some outfits
* what a mess
* linter
* finished datums
* should test these before i commit them
* remove extra nonsense
* better outfit
* more improvements
* worn sprites
* complete
* gonfliggd
* fixes
* First Day
* you sit right there I'll be back
* More UI work
* cultist slot
* cultist slots finished
* actually finished
* ritualized soulblades and shit
* roles part of the main panel
* fixing tooltips and removing rituals
* eclipse event
* eclipse manager
* more eclipse work
* rebase and dance platforms
* more dancing
* more dance and some particles
* lots of stuff again
* more parallax
* pillars and particles
* dark devotion
* more UI
* progress
* sqdqsdsqdsqd
* almost there
* more polish
* gradius
* Rituals return
* Rituaaaals
* tests and fixes
* first fix
* qsdqsd
* derp
* fix
* more fixes
* drill cult
* more polish
* narsie gib and better desc for add_zero_2
* better arg names
* polish and fixes
* fix pylons
* stuck meatblobs no longer spam runtimes
* better
* thematic
* this is way better
* finishing touches
* we've got one more surprise for you
* (and one last fix)
* (and another one)
* Cryotheum part 1. Ice tiles work spawn, but gas has no cooling effect yet.
* Adds the cryotheum resonator.
* First iteration of a basic gas reaction system.
* Large amount of changes to Air Alarm code, gas sensor, gas scrubbers, vent scrubbers, and gas filters in order to facilitate XGM gases.
* Mainly replaces all defines in map files to their actual equivalent since apparently you can't do that.
* Fixes one other bad .dmm gas.
* Adds cryotheum related stuff as cargo orders, changes the cryo reaction to a self-reaction with plasma as a catalyst, and does work balancing the values.
* Fixes lag in air alarm UI (by literally just removing a delay statement that was there for some god forsaken reason)
* More small changes and IMPORTANTLY adds chirping every 2-3 minutes whenever an air alarm is unpowered.
* Moves air alarm chirp out.
* Fixes lack of typing causing warning.
* Fixes to .dmm files
* Oops
* Balancing cryotheum.
* Reduces oxygen consumed by oxy+cryo by a factor of 10, but multiplies cold factor by 10.
* Improves performance of ice puddles.
* Fixes map error thing
* I wish I could compile lamprey on my own
* Fixes wheelstation dmm error
* Addressing PR feedback.
* Addressing final criticisms.
* Removes dissipation.
* tail surgery is done with grab intent and groin targeting, no alert popup
removed a few useless generic surgeries from tails
* specific tail surgery added
* mob part bitflags in proper format, added tail part bitflag, hidetail clothing cover flag, reordered tail layer, added tail_underlimbs_layer for overlapping tails, limbs_layer for limbs placed under, tail_wagging + has_icon_skin_tone + tail_overlapped species anatomical flags, mutable_appearance() helper, made many suits cover tail, added tail wagging emote for species that can wag, made a species folder for species files, rewrote update_tail_showing(), character preview can show tails, vox tails are now separate from the body instead of being baked into the chest, vox tails will show slightly in north dir instead of being invisible
* added color defines, undid bitfield format change, wag emote is shorter and doesnt show text on stopping wag, vox tails have their own file and have better names, removed icon manipulation from tail updating, species can have own tail icon, made vox tail north sprites full/complete sprites
* wag emote no longer displays runechat, custom emotes can choose to not show runechat, restores old husk overlays
* limb_tail tail define, moved 2 tail species flags to organ level, added span define, tail is on organ level, added support for cosmetic organs, tail preview icon shows better, added tail support to common surgeries
* fix double tail organ, tail organ item only uses east sprite and is shifted to center it more
* removes tail wagging
* rename tail define, minor tweaks
* more checks, fix char preview issues, remove unused proc, frankensteins spawn with random kind of tail, repaired tajaran and unathi tails credit to falcon2346, robotail support, rambler will not spawn with tail, gibbing drops tails
* Update species.dm
* Update stylesheet.dm
* Update weapon.dm
* Update message.dm
* Add landline.dm
* Update requests_console.dm
* Update message_server.dm
* Update browserOutput.css
* Update vgstation13.dme
* Delete icons/obj/items.dmi
* Delete icons/obj/terminals.dmi
* Add items.dmi and terminals.dmi
* Add sounds
* Update setup.dm
* reviews take 1
* fix moodylights
* reviews take 1
* reviews take 1
* fix beartraps
should probably stop drag-dropping files into the thing and instead just copypaste the part i changed
* fix beartraps 2
wish github had an easy way to revert a commit like gitlab does
* redphone fixes, radio overhear fixes
* Update weapon.dm
* Update landline.dm
* Delete icons/obj/items.dmi
* Add files via upload
* muh darkmode
* alt to pickup instead of control
* conflict fix?
* confl?
* items.dmi
PLEASE GOD WORK
# Conflicts:
# icons/obj/items.dmi
* Add files via upload
* lighter
* moar fixes
Signed-off-by: faggot <janezivan@cock.li>
* spent almost an hour doing this i fucking hate byond lists so much
* second list
---------
Signed-off-by: faggot <janezivan@cock.li>
Co-authored-by: free-transtuff <157070399+free-transtuff@users.noreply.github.com>
Co-authored-by: hacker-on-steroids <159179330+hacker-on-steroids@users.noreply.github.com>
Co-authored-by: faggot <janezivan@cock.li>
* surgery delay defined and reduced to 0.2 seconds
* delay changed from 0.2s to 0.1s (same as global click delay)
---------
Co-authored-by: nervere <sage@lulz>
* mob part bitflags in proper format, added tail part bitflag, hidetail clothing cover flag, reordered tail layer, added tail_underlimbs_layer for overlapping tails, limbs_layer for limbs placed under, tail_wagging + has_icon_skin_tone + tail_overlapped species anatomical flags, mutable_appearance() helper, made many suits cover tail, added tail wagging emote for species that can wag, made a species folder for species files, rewrote update_tail_showing(), character preview can show tails, vox tails are now separate from the body instead of being baked into the chest, vox tails will show slightly in north dir instead of being invisible
* added color defines, undid bitfield format change, wag emote is shorter and doesnt show text on stopping wag, vox tails have their own file and have better names, removed icon manipulation from tail updating, species can have own tail icon, made vox tail north sprites full/complete sprites
* remove the ability to wag tail
---------
Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com>
Co-authored-by: nervere <sage@lulz>