* Reset
* scrubbed the odd stuff out
* unused var on this branch
* might as well add the autoignition_temperature to snacks now.
* condiment and other food toppings refactor
* STEAMTEMP define
* Revert "scrubbed the odd stuff out"
This reverts commit 2eece5c0a7bdd879e851585e6cb5b73b13fd3c51.
* fixing conflicts
* we don't need that no more
* 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
* A new dawn (#16)
* Added a toggle-able graphical blur to shadows (#30755)
* Lasers and tasers now give off light (#30613)
* Fixes some shuttle turfs being searing white (#30785)
* Fixes some shuttle turfs being searing white
* second
* parity with BE
* TGUI fixed
* beepers and holomaps
* fixes flickering
* cigs and other stuff too
* fix black squares once and for all!
* turns down postprocess
* Emergency shuttle lights
* conflict
* stoves and fireplaces
* box brig remap
* ... and it's all over now, baby blue.
* fixes lag machine
* box part 1
* better bar
* Fix light constructions
* Revert "better bar"
This reverts commit a851405f3f.
* better moving lights
* box bar mk2
* Bouncing lights
* t
* linter
* less pross mov lights
* Revert "less pross mov lights"
This reverts commit 4ff895e20a.
* smooth + gult
* Bird on the Buffalo
* check
* box
* box 2
* this doesn't work for now
* New reflections
* Rearrange temp
* testing half and half
* Rewrite the entire shadow projection from start for soft shadows.
* New Shadow Stuff
* New iteration
* Special effects fix
* more effects
* fix
* Test tiny back
* Fix holdover
* attempt at render sourcing it.
* Attempt to make lag machines less laggy
* Cheaper on the filtering too
* Solution for colour mixing problems
* mixing
* fix dorms light
* Light walls colours
* Makes wall shadows less jumpy.
* small fixes
* remove smooth_light_objs, they're not used anymore
* Part one of the possible wall shadow fix :/
* fixes wall jumpyness
* remove stuff
* undo the TGUI things
* Maps
* A new dawntest (#15)
* further round of otpimisations and fixes
* more optims
* Some optimsiations + fixes bug
* light fixtures moody lights
* some work on shadows+optimisations
* fix
* Fixes some light leaks; better lights
* fire optimisations begin
* try to fix ghosts/xray
* Optimisation + map fixes
* Box station relighting
* fix sliding shadows out of backbag
* Fixes appearing lights, re-enable life for gues and spooders
* Overdark for mobs
* Fixes byond darkness but it's a bit expensive
* try fix zzz
* Light bleeding through walls part 2
* definitive fix to flare sliding
* definitive fix to flare sliding
* FINALLY fix PDA lights
* Fixes grues dying instantly
* Light bugfixes + XRAY toggle
* Box final touches
* fixes 4 paint
* fixes wrong shadow icons
* fixes vox outpost
* Glasses, documentation, old-ass goonlights
* Box bridge one ways
* review: hub and hell universe
* missed define
* copy & paste error
* remove old world.dm status
* morgue icons?
* fix snaxi not working
* robotics light switch
* Light costs change revert
* More comments on the light range icon choices
* XRAYS sanity
* small optimisation with layers
* Europa Credit
* Bringing Nano Paint into parity with Europa Lights (#17)
* fix morgue
* documentation pass: remove unclear var names, etc
* unneeded now
* bloom fix
* fixes
* last second fixes
---------
Co-authored-by: DeityLink <logistics256@gmail.com>
* nt disguise kit available roundstart to detectives on all maps
* remove snowflaked nt disguise kit placements
* more nt disguise kit names
* commas
* Update cards_ids.dm
* removes sprites and changes sprites
removes mothership bins and weapon crate sprites, changes names on the old supplypack entries to better reflect changes (I.E. MDF standard armor bin is now MDF standard armor locker) replaces sprites of the bins and weapon lockers with the ones from the mothership lab vault
* fixes extra frame in MDF crate
deletes an extra frame in ayy2 crate as requested by optimism
* Explosions update: More items throwable, general refactoring
* Explosions update: More items throwable, general refactoring
* more stuff affected
* comments
* re enabling. whoops
* multi-z block effects
* closer to old behaviour now
* so this behaves right
* stops this being an infinite loop
* distance scaling now works right
* makes this less specific
* makes this less specific
* cleans this line up
* more stuff, and code cleanup along the way
* this line is egregious too
* fixes here
* cables
* replacing all instances of 2** with 1<< as they're the same (minus the ability to use fractional exponents but nothing changed uses it here anyways)
* optimised down throw_at function. TODO: TEST THIS
* optimised down throw_at function. TODO: TEST THIS
* optimised down throw_at function. TODO: TEST THIS
* changing these back because... it's faster? what...
* works fine, this is just to be on the safe side
* cleanup
* cleanup
* clearer var names
* postpone air cycle option in comments
* we can add it i guess
* this is redundant
* oh this is needed
* this is redundant
---------
Co-authored-by: SECBATON GRIFFON <sage>
* Improved dynamic armory manifest paper
* this area too
* runtime prevention if applicable
* completely nullifies delay now, is_type_in_list() turns out to be slow for this
* some clarification
* makes this item more modular in case anything else wants to use it
* less broad
* less broad
* less broad
* typo fixes
---------
Co-authored-by: SECBATON GRIFFON <sage>
* Adds qdel defines
* Adds qdel defines
* halfway through fixes
* rest of em
* fixes
* adds more
* list in action
---------
Co-authored-by: SECBATON GRIFFON <sage>
* Some basic stuff.
* Heating stuff.
* Room temperature pills.
* Attempt to fix unit test.
* Fix order.
* Fix fat calculation.
* Plasmamen specific heat.
* Comment change.
* Slight, mostly comment changes.
* Remove unnecessary check.
* Feeling if reagents are hot or cold. Add electronic thermometer to chemistry locker.
* Still feeling warm or cool but with painkillers.
* More inheritance + defines for body thermal mass calculation.
* Attempt to fix mouse runtime and possibly unit test.
* Move into new file.
* Change scaling, and reagent dispensers dispensing reagents at the ambient temperature.
* beginning work on it
* the spell
* invocations and capitalization fix
* defibs n vendors
* case...
* machine frames
* compooters too
* T
* removes on death of mob
* removes on death of mob
* removes on death of mob
* Canisters and hacking
* Canisters and hacking
* inverted key behavior
* potted plants
* potted plants
* couches
* improves glass, visuals and method of saying things
* actual sprites and spellbook downside
* making it work
* food tampering
* new spell method
* kicking
* kicking
* the hungry bag
* the hungry bag
* the hungry bag
* the hungry bag
* the hungry bag
* movables
* more fun with welding tanks
* comms consoles
* request ones too
* markov paper
* better like this
* better like this
* randomised artifact
* starts on by default
* rand not random
* slot machines too
* removing this because if recursive casting is on it's just unfair
* spell cost adjust, microwaves, hydroponics
* door now properly stuck
* envelopes
* attempt at fixing vehicle stuff
* attempt at fixing vehicle stuff
* mirrors
* cash
* ID access random spam sanity
* Better system
* Better system
* doors like this
* doors like this
* better pen stuff
* more stuff
* more stuff
* spoons and forks
* conveyors
* cables
* grenades
* grenades
* grenades now work
* sharts
* singulo
* fix
* mops and janicarts
* mops and janicarts
* dna
* switchtool
* lotto vend
* inherit you git
* i said INHERIT
* arcade
* removing this
* only once please
* ways to do this
* better
* more table fun
Co-authored-by: SECBATON GRIFFON <sage>
* Firefighting Set of Irons
* Revert "Firefighting Set of Irons"
This reverts commit dba74aa888.
* Firefighting Set of Irons
* Adds Halligans to the Atmos Tech lockers
* Resolve conflit
* Better flavor
* idk lol
* inhand halligan sprites + refactor
* Materials Bag: A bag to store sheets, rods and broken glass. (#33072)
* matsbag
* matsbag
* materialsbag
* Update bags.dm
* [ci skip] Automatic changelog update.
* Exosuit clamp and drill effects (#33067)
* Update nano_template.js (#33071)
* tiny_tile_fix (#33087)
* Weeds (#33083)
* Update hydro_tray.dm
* miscellaneous scaling for weed_coefficient
* less hardcoded
* Astral Journey Improvements (#33075)
* astral jurne
* Update bloodcult_mobs_and_constructs.dm
* [ci skip] Automatic changelog update.
* [Revival] Inflatable Dispensers can hold shelters. (#33091)
* Revival of inflatable dispenser shelters
* whoops.exe
* I like consistency with the other rates better
* fixes kurf's worries
* ayy_leader_tweak (#33088)
* Roundstart bugfixes (#33081)
* Update gameticker.dm
* Update item_spawning.dm
* Update master.dm
* Update master.dm
* Update gameticker.dm
* [ci skip] Automatic changelog update.
* Update voting.dm (#32966)
* [ci skip] Automatic changelog update.
* Malfunctioning AIs that take over the station can now detonate the nuclear bomb with a button (#33089)
* the sthfns
* a
* better remove that comment before an ai nukes the station roundstart
* ...
* Update command_alerts.dm
* no negative
* hobo_improvements_and_tweaks (#33090)
* [ci skip] Automatic changelog update.
* Mothership grey clothing now melts from water (canon) (#33093)
* acidible to dissolvable
* compiles and works
* move message to acid_melt proc
* add probability
* fix some alien shitcode
* Update mothership_lab.dm
* Update supplypacks.dm
* [ci skip] Automatic changelog update.
* diamond dust works as DD for golems (#33094)
still hurts like a motherfucker for everyone else
* [ci skip] Automatic changelog update.
* sneakycoded (#33103)
* Adds 6 fax machines and fixes an area of the CMO office that was assigned to Genetics (#33105)
* [ci skip] Automatic changelog update.
* fix rates for voracious (#33121)
* fix rates for voracious
* Update hydro_tray_process.dm
* [ci skip] Automatic changelog update.
* Re-adds flashbang protection to hos/warden hats (#33107)
* add flashbang protection back to hos/warden hats
* exempt cowboy hats from flash protection
* [ci skip] Automatic changelog update.
* Resisting out of cocoon (#33096)
* Update living.dm
* Update living.dm
* Update living.dm
* balance
* Update nurse.dm
* barry suggestion
* [ci skip] Automatic changelog update.
* add log for mmi/posibrain being put inside a mech (#33109)
* Roundstart speed (#33104)
* move captainless and merge some stupid shit together
* remove src and move feedback
* Update gameticker.dm
* merge equip and collect into create
* Update gameticker.dm
* apemode change
DON'T CHECK APEMODE FOR EVERY PLAYER, DO IT JUST ONCE
* forgot parameter
* Update gameticker.dm
* add player icons to create_character loop
- merge another loop together for performance
- cause issues with antags spawning items
- add haphazard solution for it
* Revert "add player icons to create_character loop"
This reverts commit 5a478b219a.
* fix nukeops landmark locker fuckery
- landmark for locker breaks for unknown reason
- replaced it with the actual object so it initializes properly
* Update __compile_options.dm
* gahh
* return instead of continue, oops
* need to fix trader
* might be done
* [ci skip] Automatic changelog update.
* Changes the maximum AI announcement word count from 30 to 32 (#33140)
* Change
* Fuck it, make it 32
* [ci skip] Automatic changelog update.
* make some changes (#33122)
* [ci skip] Automatic changelog update.
* Adds Tatami and Shoji icon states to wall and floor, then makes the dojo not fucking hideous (#33112)
* [ci skip] Automatic changelog update.
* Stoplag Update 2 (#33073)
* shuffle
* Update tick.dm
* Update tick.dm
* Update tick.dm
* Update tick.dm
* Update tick.dm
* Cleanup Deff Engineering (#33056)
* Update defficiency.dmm
* Update defficiency.dmm
* light
* Update defficiency.dmm
* [ci skip] Automatic changelog update.
* my b (#33144)
* [ci skip] Automatic changelog update.
* fixes_mobs_killing_selves (#33164)
* [ci skip] Automatic changelog update.
* fix vampire revive spell's description (#33163)
* [ci skip] Automatic changelog update.
* Revived PR (#33139)
* [ci skip] Automatic changelog update.
* Adds more medivends to meta (#33110)
* [ci skip] Automatic changelog update.
* RTG cells will no longer irradiate by default, but if they are broken they will irradiate. (#33054)
* Update power_cells.dm
* Update power_cells.dm
* Update power_cells.dm
* Update power_cells.dm
* [ci skip] Automatic changelog update.
* Adds blue helmets to the Security Vendor's premium section (#33101)
* Update vending.dm
* Update vending.dm
* Bombermen can no longer tackle (#33111)
* QoL for the RPD alt modes. (#33113)
* RPD QoL
* fix?
* Invisibility Spray Delay + examine to see if used (#33114)
* huh
* Update cosmetics.dm
* a
* you cant tell from far away
* unrelated unatomic bugfix
* doh
* Update cosmetics.dm
* [ci skip] Automatic changelog update.
* [ci skip] Automatic changelog update.
* Mothership Lab Vault: Floor Fixin' (Simulated -> Unsimulated) and Some Addons (#33118)
* fixed_vault_floors
* found_a_few_strays
* a_few_more
* got_more_floors
* [ci skip] Automatic changelog update.
* Farting while unconscious is now properly on cooldown (#33123)
* No fun allowed
* some fun allowed
* [ci skip] Automatic changelog update.
* Update stage_2.dm (#33125)
* Gallon of PCP (#33130)
* Gallon of PCP
* Adds in-game
* No chillwax or any form of chill
Co-authored-by: SECBATON GRIFFON <sage>
* boots_now_included (#33131)
* Adds Some More Gear To The "Extraterrestrial Black Market" Uplink Section (#33133)
* adds_some_more_ayy_tator_gear
* some_belt_gear
* rebalanced_ayy_belt_gear
* [ci skip] Automatic changelog update.
* deadeye_nerf (#33120)
* [ci skip] Automatic changelog update.
* buffs plastellium plastic production (#33134)
* [ci skip] Automatic changelog update.
* [Revival] Emaggable Soundsynth. Corn Syrup has never tasted so sweet. (#33137)
* emaggable soundsynth
* what boy2man suggested
* emagged soundsynth
* emagged synth icon
* derp
* slap (#33138)
* adding the slap
* just gonna copy this and change stuff until it compiles
* there we go
* Revert "there we go"
This reverts commit 24ec853168.
* Revert "just gonna copy this and change stuff until it compiles"
This reverts commit 392df31c7d.
* Revert "adding the slap"
This reverts commit 126a843c5c.
* just want you to know that i contemplated ass slapping functionality
* pimps come in all sizes
* Update swords_axes_etc.dm (#33142)
* Adds a Headline system to newscasters (#33143)
* Adds the headline system, let's see if it works
* Nice capslock retard
* Breaking News alert now announces story headline if applicable
* Makes formatting nicer, fixes a bad OR comparison
* Makes images less cramped
* Less dead space at the end
* The double HR is ugly, let's remove that
* Improves formatting further
* Forgot to update the PDA app
* release the caps lock genius
* Adds a full range of tatami designs to the Tile Painter (#33147)
* 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
* [ci skip] Automatic changelog update.
* Some Science-related changes (#33155)
* Changes
* commits
* super duper shotgun (#33157)
* super duper
* ogg
* icon
* fix
* sound fix
* Update shotgun.dm
* Update shotgun.dm
* a
* Time Void to Time Lab (#33162)
* WIP remapping, adds obnoxious reference paper
* Final product
* Looks better without the glass
* Steps up the references
* make ai core's common intercom start disabled (#33165)
* Adds Clown Funerals (#33166)
* honk
* no not that
* April Fools only
* No April Fools
* Move to deathgasp emote, add 60 second delay between trombones
* CLUMSY
* clumsy/honkserum/incense
* Polyp Food Recipes and Livestock Crate (#33167)
* polyp_food_and_crate
* increases_polyp_price
* a_not_an
* added_instructional_paper
* fixed_paper_color
* added_more_instructions
* instruction_wording_tweaks
* unappetizing_flavor_message
* Airshield machinery. (#33170)
* airshield machine
* airshield circuitboard
* airshield design
* .
* airshield circuitboard on engivend
* update ghost hide sprite spell (#33172)
* change hidesprite spell
* change hide sprite to hide ghosts
* update ghost toggle darkness (#33171)
* update ghost toggle darkness
* remove singleline switch
* fixes bleach bottles (#33173)
* gadget bag buff (#33168)
* Update RoidStation.dmm (#33174)
* Matsynths don't recycle. (#33179)
* Breaking out of lockers now has a progress bar + breaking out of lockers now visibly shakes the locker and makes noise (#33180)
* closets
* Update __compile_options.dm
* fix
* fixes
* 2
* [ci skip] Automatic changelog update.
* [ci skip] Automatic changelog update.
* new medhud icon for "dead but revivable" people (#33178)
* new medhud sprite
* new medhud icon (shown to humans)
* deadhud now for all carbons, not just humans
* move check_can_revive to carbon.dm
* move check_can_revive from scanners.dm
* move defining to defines
* Collecting some Profiler valids (#33193)
* Closet refactor #20265
* Update mob.dm
* pregame (#33188)
* [ci skip] Automatic changelog update.
* MDF Grenadier Changes, plus nu Ayy Soldier Type (#33116)
* ayy_grenadier_buff
* trooper_retreat_distance_tweaK
* distance_changes
* [ci skip] Automatic changelog update.
* Mothership Lab Hotfix: Hobos Need Air To Survive (#33204)
* hobos_need_air_to_survive
* got_the_last_tiles
* [ci skip] Automatic changelog update.
* Toggle darkness tweak (#33202)
* toggle darkness with corn syrup
* bending the knee
* MDF Heavy Armor Uplink Changes, MDF Gear Belt split into its own uplink entry (#33203)
* mdf_heavy_kit_changes
* adds_an_ion_pistol
* cargo slime crate name fix (#33198)
* typo fixes?
* make the insect control crate hiss again
* 50 wooden planks (#33195)
* Update grue.dm (#33186)
* Adds a new wizard spell: Punch (#33185)
* 1
* Punching
* Update punch.dm
* Update punch.dm
* Roundstart Fixes: Final Big PR (#33184)
* use roundstart_pop_ready instead of rst_pop
* move setup for dynamic
- moves mode.Setup so antags spawn before crew
- adds close_spawn_windows
* get rid of create_roundstart_human
* try again
* remove captainship message and add close_spawn_windows
* mostly works
* works
* Update gameticker.dm
* oops guess it's somehow necessary
* replace client references with variable
* tweak parameter and remove else
* Update new_player.dm
* change setup of ticker.mind
* move new_player_panel_proc
* actually don't move ticker.mind
* Update gameticker.dm
* Create all crew and antags, then spawn
Tested:
- AI
- Captain
- Latejoin captain
- malf AI
- nuke op
- syndicate borg
* remove close_spawn_windows() unnecessary
* adds a CHECK_TICK
* move store positon and ticker.mind for antags
* Update misc_gamemode_procs.dm
* Update misc_gamemode_procs.dm
* [ci skip] Automatic changelog update.
* Med/Sci mapping changes on Metaclub, also Bridge lightswitch (#33197)
* Metaclub Science Improvements
* Feature creep
* Fixes the god awful bridge wallpipes
* [ci skip] Automatic changelog update.
* Fix some runtimes (#33226)
* Update role.dm
* fix another runtime
* Revert "Roundstart Fixes: Final Big PR (#33184)" (#33229)
This reverts commit 0aa7acf969.
* Fix explosion runtime (#33234)
* Update explosion.dm
* Update explosion.dm
* Update explosion.dm
* Update explosion.dm
* Update explosion.dm
* Update explosion.dm
* Space Polyp Milking Fix and Gelatin Condiment Sprites (#33208)
* polyp_milking_fix
* adds_gelatin_condi_sprites
* forgot_to_save_sprite
* slight_desc_change
* this_wont_compile
* progress_sort_of_kinda
* null_b_gone
* fixed_glassdm_line
* fixed_per_kurf
* [ci skip] Automatic changelog update.
* Telepathy messages are once again bolded (#33217)
* telepathy bolding and quote marks
* telepathy bolding and quote marks
* [ci skip] Automatic changelog update.
* Flash except it's incredibly sus (featuring me fucking up conflict resolution) (#33235)
* justfuckmyshitup
* justfuckmyshitup2
* [ci skip] Automatic changelog update.
* Gym rat uses all fitness machines (#33240)
* Update mothership_creatures.dm
* this looks better
* Update carbon.dm (#33223)
* Update line.dmm (#33222)
* Update line.dmm
* Update line.dmm
* Fixes the rare "access denied" sound sounding weird. (#33224)
* Update door.dm
* a bit more noise
* The red crowbar's unique noise now also works on reinforced walls. (#33225)
* fix
* Moar fixes
* [ci skip] Automatic changelog update.
* necro fix (#33215)
* Update magic_wardrobe.dm (#33218)
* [ci skip] Automatic changelog update.
* Revert "Update voting.dm (#32966)" (#33141)
This reverts commit 2dc979409f.
* Reduces remote signaler cooldown from 2 seconds to 1 second (#33233)
* Update signaler.dm
* Fix
* [ci skip] Automatic changelog update.
* check on aac
* Improves the phazon stock part functionality on certain machinery (#33213)
* The thing
* Adds plasma, removes anti-toxin, inaprovaline and dexalin
* Rezadone
* Drowsy B Gone: auto380 and fortyfive || And glock pain train (#33247)
* drowsy_b_gone
* agony_increase
* woah_there
* a_little_less
* Blood splatters are only created when the limb is bleeding. (#33250)
* Update human_defense.dm
* random runtime fix
* [ci skip] Automatic changelog update.
* Clicking yourself with an RCD/RPD won't bludgeon yourself anymore (#33252)
* Update RPD.dm
* Update RPD.dm
* do it for rcds too actually
* [ci skip] Automatic changelog update.
* i before e except after c (#33268)
* i before e except after c
* i before e except after c
* i before e except after c
* fix rad absorber module's thresholds (#33269)
* Vampire shriek now heard (#33257)
* lol
* Update screech.dm
* [ci skip] Automatic changelog update.
* Fix some hydro_tray_process runtimes and bugfix (#33253)
* fix runtimes
* Update code/modules/hydroponics/hydro_tray_process.dm
Co-authored-by: Kammerjunk <kammerjunkie@outlook.com>
* Update hydroponics_reagents.dm
Co-authored-by: Kammerjunk <kammerjunkie@outlook.com>
* Improves ninja shurikens (#33145)
* Update ninja.dm
* Update ninja.dm
* Update ninja.dm
* fixes
* Rogue dot fixed
* [ci skip] Automatic changelog update.
* Pulse Demon tweaks (#33124)
* It compiles, right?
* Update pulsedemon_attack.dm
* changes
* Update pulsedemon_attack.dm
* Removed name changes, cleaned battery code
* [ci skip] Automatic changelog update.
* Adds basilisk hide and hivelord cores as mining rig upgrades (#33244)
* added basilisk and hivelord armor
* change laser from 90 to 50
* Update mining_mobs.dm
* rad from 100 to 50
* laser down to 30, changed scaling to 5 from 10
* lower energy to 30?
* Update mining_mobs.dm
* [ci skip] Automatic changelog update.
* Update fireball.dm (#33270)
* Update punch.dm (#33271)
* extra clarity for lotto event's announce (#33272)
* [ci skip] Automatic changelog update.
* Fix hydroponics seeds never being able to lose some traits through mutations (#33267)
* Fix hydroponics seeds never being able to lose some mutations
* Copy-paste woes
* [ci skip] Automatic changelog update.
* kills off Frankenstein's monster
ONE NOTHING WRONG WITH ME
* Rigsuit hotfix (#33284)
* missed one
* Update head.dmi
* The radiation gene emits less radiation by default but multiplies with user radiation (#33263)
* Update goon_disabilities.dm
* Update goon_disabilities.dm
* New contraband crate drug: Skeet (#33276)
* goodbye zoom pill hello cryptosporidium
replaces zoom pill name and description, changes pills contents, changes pill icon from a grey pill to a darkblue tablet
* zoom is back, and skeet is on the menu
re-adds zoom pills, adds new contraband item; a pill bottle full of "skeet"
* fixes_soldier_uniforms (#33278)
* [ci skip] Automatic changelog update.
* fix (#33288)
* please god let me spawn a clown goblin portal again (#33289)
* Fix AI control light not working on APC's (#33286)
* fix apc ai control light
* remove deprecated AI-related variable
* remove deprecated AI-related variable
* [ci skip] Automatic changelog update.
* fixes offset bug and adds a halligan bar to the adv firefighting crate
* refactor
* updates
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* adds mothership gear to supply console
Adds mothership uniform crate under contraband clothing group for 50 credits, will give a random set of clothes
Adds mothership boots crate under contraband clothing group for 150 credits, will give two pairs of steeltoe mothership boots
Adds MDF grenade crate under hidden security group for 300 credits, will give four random grenades chosen from two
Adds MDF Surplus weapons crate under contraband security group for 60 credits, will give two stunprobes and two disintegrators
Adds MDF Surplus standard armor crate under contraband security group for 40 credits, gives two mothership body armors, two mothership helmets, and two grey soldier jumpsuits
Adds MDF Surplus heavy armor crate under hidden security group for 120 credits, gives two mothership heavy armors, two mothership heavy helmets, two mothership belts
All crates under the security group regardless of hidden or contraband are security access locked
* Removes added entries
Removed mothership boot crate
Removed MDF grenade crate
Removed MDF heavy armor crate
Moved MDF standard weapons crate to hidden
* changes access requirements, adds new sprites
Adds new sprites for the MDF weapons crate, the Mothership uniform bin, and the MDF armor bin
Changes access requirement for the MDF armor and weapon crate to mothership military access (the red cards you get in the mothership vault)
* changes access req.
changes one_access to allow for both normal security and mothership security to open
* I hate mechanics so much that I'm going to scream until they're given more access- wait a second oh no!
* Fixing legacy access from cargo forward
* Fixing deff compile
* Fixing deff access
* Fix
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* pushing whatever shit I had here before deleting this from my computer
* also this i guess
* Implements laser pointing + QoL + put it in lockers
Co-authored-by: zth <artii.ftw@hotmail.com>
* 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.
* Fixes vault overwriting option
* Saner method of looping
* Actually works nice now
* Makes this static for performance
* Some debug logging for how long a vault takes to load
* Here too
* Removing logging, for future PR
* Changing this to handle qdels better
* Fixes how vending machines do it too
* Requested changes
* Forgot this too
* And this
* APC cells
* Set this to null too
Co-authored-by: kanef <kanef9x@protonmail.com>
* Advanced Health Scanner HUD
The CMO's locker now spawns with a pair of Advanced MedHUDs. They function as regular health scanner huds with the addition of having flash protection, meaning they'll no longer be the only head without it roundstart. Only one pair spawns in the locker and they can't be scanned by the mechanic's scanner.
I wanted to add science goggles function as well but I'm too stupid to do it currently so if this gets merged I might try to PR that at a later date. I also don't entirely love the sprite so I'll probably mess with it more.
* Sprite Updates, Syndicate Scanner
* Adds science soggle effect
* Most plastic items are now recyclable, under the label "miscellaneous". Amounts to be balanced, currently same as recipe.
* Mineral tiles can be recycled
* Gold teeth and collection plates can be recycled
* Recycling sorter will now empty out crates and closets before sorting, if possible
* New recycling material category for the sorter, plastic. Many items updated to be considered such.
* derp recycling sorter fixes
* derp what was the point in creating a category otherwise
* just in case
* dorf recycling
* Smithing recycling? It's been a while and I don't remember what I was up to.
* Fix#28612 (You cannot recycle coins into their base metal)
* Blacksmithing recycling nearly done now,
Just some weirdness with tower shields left, plasteel component doesn't transfer materials correctly.
* All sheets with materials defined should actually have a .materials now, so I can grab an alloy sheet and use it's materials to decide what's being transferred instead of trying to guess of it's material type/hoping it has a material type at all. Fixes tower shields not having plasma from plasteel.
There's still a TODO in how materials are transferred to blacksmithing products, and a bug that predates my changes, but I've no idea how to go about either and this whole PR feels unatomic enough as it already is. I just wanted to be able to recycle plastic bags man, not overhaul crafting.
* Sorter will now consider crates it can't open as non-recyclable, since the recycler simply can't deal with those and it wouldn't make sense to create another way to unlock locked crates anyway. No more clogged recycling because of a closed crate.
* Update boomerang materials
Co-authored-by: Jellyveggie <39123109+Jellyveggie@users.noreply.github.com>