* Base of grues.
* Few more updates to grues
* Bit more work on grues.
* Bit more work on grues, namely getting them to evolve and reproduce properly.
* A few additions to gures and also to simple mobs to allow for delayed airlock forcing.
Egg hatching and upgraded stats with every sentient being eaten.
* Few additions to grues including a grue language and gruevision to see in the dark.
* Several changes to grues, including adding their antag roles (still need to be tested/debugged).
* Finalized the base of grues including a nicer-looking grue vision.
Some stuff remains to be tested and debugged.
* Removed obsolete file.
* Updated vgstation.dme with grue additions
* Update vgstation13.dme
* Update grue.dm
* modify .dme
* typo
* remove unneeded variable
* Added gore globs from those eaten by grues that can be cloned or brain extracted. Also fixed some bugs preventing slime puddles from being put in a cloner. Had to generalize a bunch of code in various places to do this (eg. moving certain procs and variable definitions from /mob/living/carbon/ to just /mob/living/)
* Removed gore globs after being eaten by a grue; a head remains by default so it's not needed.
Also debugged slime puddle cloning.
* -grue egglaying is set to a config option
-few modifications to grue antag objectives
* Added changelog and some UI tweaks.
* Update misc_structures.dm
* Update misc_structures.dm
* Juvenile grues can force open doors as well. Also added some more descriptive text upon moulting. Fixed airlock code bug.
* Update grue.dm
* Delete nulllight.ogg
* Fixed up grue sound effects. Renamed humanoid grue to umbra.
* more grue/umbra split stuff
* Update Hinaichigo.yml
* Adult grues can force airlocks open instantly.
* Changed role greet messages from 'danger' to 'warning'.
Explitized empty lists in grue gamemode variables.
* Update grue_egg.dm
* Few fixes to grues.
* Used defines for lifestage checks.
Reverted organ changes and removed an unneeded(?) check from cloner code.
* Migrated grue abilities into spells framework.
Made umbras (humanoids formerly called grues) in the same faction as grues.
* .
* Grue spell icons
* .
* Custom blood and meat colors for mobs.
Grue meat contains a certain substance.
* Removed gore globs.
* .
* Meat coloring + related food unit test fixes.
* Update icons.dm
* Bugfix with custom meat colors.
* .
* Grue abilities panel+sprites.
* .
* Fixed up grue role/objectives.
* .
* Sprite tweak.
* .
* New sfx for moulting and burning in light.
* .
* fixed icon conflict
* .
* icon conflict fix
* More descriptive variable names. A few tweaks to stats.
* 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.
* Add defcons levels to help the crew during blob.
* Feedback and fixes
* Copypasted it in the wrong place
* Travis bump
* devmode off
* oversight
* Update code/_onclick/hud/screen_alarms.dm
Co-authored-by: jknpj <jknpjr@gmail.com>
* review
Co-authored-by: jknpj <jknpjr@gmail.com>
* revert malf hack time back to a flat 60 seconds
I've played through a few malf rounds after this change (including twice as malf) and I don't like it. While I think most people would agree that malfs have a tough time, they should be strengthened in other ways besides reducing the hack time. I think the change makes malf a little *too* easy, the AI doesn't need to plan a strategy anymore or even bother to hide hacked APCs. The hacking time is short enough to the point where the AI can go delta with only a few APCs then just continue hacking its way to victory. This is a grudgecode.
* remove unit test
* basic rays
* vector3 tostring
* hotfix to exclude origin
* altered test method
* vector3 minus
* actually made raycasthits usable
* using raycasthits
* renamed test procs file
* ups
* moved code
* forgot
* moved vector & procs
* reworked 2d-vectors
reworked rays to work with 2d-vectors
optimized raycast algorithm
* reworked raycasting to be costumizable
* reworked beams to use ray - first experiment
* reworked raycasting to enable control of loop over raycast_hit_check
* readability
* reworked beams to use new rays
TODO:
- beam/rebound
- ray/is_point
- test
* vector to angle
* progress - TODO angle calculations
* progress on rebound
* hi damian
* fix oops
* ray hotfixes
TODO:
- use clickpos as ray target if possible
- move rebound logic to ray_hit_check
- graphics
* hotfix & deletions
* added costum hit_type capability
reworked rebound call logic
TODO:
rebound vector calculation
* rebound fix
* angle & mirror fix
* dumb fuck sadasfhgdasd
* start to remove debugging spam
* reflection now fully implemented
* started work on visualization
* damian wants to see
* almost done ™️
* progress report
- turn wont work, need to write render logic to generate beams
* reeeflections
* added drawing code
* - small tweaks
- removed old code
- finished visualization
* added spawn to let different reflections be drawn independent from each other
* removed hitlers
* oh shit oh fuck
* some small fixes
* yeah ok i goofed travis get over it
* made dependant code work
* dumbfire implemented but not tested cause how
* example
* remove bench stuff oops
* rewrote raycast hit code to allow more possible modifications
* added original check
* original_check hotfixes
* actual hotfix...
* mirror fix
* original_check hotfix
* unit tests
* to_bump hotfix
* to_bump hotfix
* misc fixes
* reworked collision physics
* big nono
* finishing collision physics
* fixes for sonix
* tgstation ™️
* removed old unit-test
* unit test fixes
* damian actually reviewed
Co-authored-by: Damian <damian@autistici.org>
* Who the fuck overdoses a goliath with honk serum?
* Fixes two bad food spawners
* More descriptive test name
* I lost track of this runtime.
* whatever
* Fixes runtime in spreading_growth.dm,20: bad index. Null is a valid value here
* Fixes a bad spawner on gingerbread house
* Fixes credits songs
* Fixes a runtime with null telepads
* Oops
* Adds a simple autolathe/ammolathe unit test
* Forgot to commit the file
* Added lazy events
* remember to compile before changing your code
* Converted on_z_transition and on_post_z_transition to lazy events
* add todo
* fix oops
* fix another oops
* and anotha one
* Moved unit tests to the proper place