* Add Time Agent role
* Add Time Ninja to antag prefs
* remove some randomness
* Remove parens
* pacify linter
* Spawn in an evil timeagent twin if they dawdle, start adding 'rearrange' jectie
* Time agent outfit datum
* chronocapture formatting
* Prevent runtimes if rewind rifle is dropped during send_to_past
* make time agent outfit special
* Add teleportitis and ion laws as timeline distortions
* Delete erase-from-timed mobs from in-game logs.
Specifically, PDA server, med/sec/whatever records, and
message server.
* remove merge conflict
* start adding time faction
* more faction changes
* whoops
* moved some jectie stuff into the faction
* adjust the time agent extract objective
now only one anomaly spawns in, even if a time agent twin is generated later.
* add decal to timevoid.dmm
* fix some bugs
* current untested changes
* remove duplicate proc, fix time agent pinpointer
* Add timeslip status effect for stage 1 time agent tardiness
* couple of time agent tardiness adjustments
* whoops
* whoops 2
* Adding dorf station to the map vote on the release anniversary of DF
* DeityLink provided version of Dorf that compiles
* Adds to CI
Co-authored-by: kanef <kanef9x@protonmail.com>
* Adding remote explosive implant
* Fixes implanted status
* Changes to lockbox with 3 implants
* Updating description
* Removes security access from lockbox
* Or like this
* Starts unlocked, updated description
* Fix
* Fix2
* Changing to box found in armory
* Name ficx
Co-authored-by: Kane F <kanef9x@protonmail.com>
* 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>
* Beginning rewrite of english_list()
* Fixed issue with datums showing up by &ing lists
* Tidying up grammar, removing weird usage of the
* Fixing error on lone items
* Adding current name variable
* Adding ternary with macros for better naming
* Fixing linter issues
* Oversight
* Specifies list type
* Revert "Oversight"
This reverts commit c82cbf2785.
* Revert "Specifies list type"
This reverts commit 33cd5e1a5c.
* Oversight...
* Attempt at fixing more lint issues
* Make it check name instead of type, general tidying up
* Tidying up code and commenting (count = 2 block is unnecessary)
* Removing /a as it might cause grammatical consistency issues
* Bringing back old function for legacy purposes while keeping new one in state before last commit
* Now actually using this function for closets, since this seems like the only fitting one for now
* And now accessories
Co-authored-by: kanef <kanef9x@protonmail.com>
* A PR to remove the Snow Taxi map from the rotation except for certain months
* Ammendment A; extend the months
* Ammendment B; remove temperature check
* Update lightswitch.dm
Updates light switches to be turned off by default. Saves a tiny bit of power and gives you less reason to stand around like an idiot in front of medbay when there's nobody on staff.
* Update lightswitch.dm
* Update lightswitch.dm
* Turns on the lights at roundstart if a department contains a player.
* code clean-up
* Weakref improvements:
1. docs.
2. do not resolve gcDestroyed objects.
3. ~= operator.
* Deadharvest artifact fixes:
1. Fixes the spawn entities list being empty sometimes due to an incorrect rand().
2. Specify copy_for_battery correctly.
3. Use weak refs for deadharvest in a limited fashion.
* Adds "recall" artifact effect.
When activated, the positions of all elegible objects (basically unanchored) objects around it are recorded. When the artifact deactivates after a charge time, all the recorded objects are teleported *back* to their position at the time of activation.
Objects are only sent back if the container they're in actually supports it. So no breaking the game sorry.
Also added a weakref type since I need that for this to avoid causing hard dels.
* >VSCode doesn't save files when you commit.
Why do text editors with crappy defaults like this still exist in 2021.
* morgue holosign
* Update code/game/machinery/holosign.dm
* holosigns use lights power channel, properly shut down
* Added morgue holosign to all maps
* redo the thing
* 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