rscadd: Blast cannons have been fixed and are now available for purchase by traitorous scientists for a low low price of 14TC.
rscadd: Blast cannons take the explosive power of a TTV bomb and ejects a linear projectile that will apply what the bomb would do to a certain tile at that distance to that tile. However, this will not cause breaches, or gib mobs, unless the gods (admins) so will it.
experimental: Blast cannons do not respect maxcap. (Unless the admins so will it.)
* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync
* sync part 1 - underscore folders in code
* controllers folder
* datums folder
* game folder
* cmon, work
* modules - admin to awaymissions
* cargo to events
* fields to lighting
* mapping > ruins
* rest of the code folder
* rest of the folders in the root directory
* DME
* fixes compiling errors. it compiles so it works
* readds map changes
* fixes dogborg module select
* fixes typo in moduleselect_alternate_icon filepath
* Reduces selfcharge gun processing/icon work
* More efficient gun overlays, adds old_ratio var
* oh my god it was calling the egun's update_icon?
* percent proc
* Attachment overlay overhaul
* Cut overlays in egun update
* ebow 1000% better overlay management
* Update gun.dm
* Pointless check
* Giving KA and children consistent icon behavior
* Update kinetic_accelerator.dm
* Fixed
* ..() readded
* ..() readded
* ..() readded
* Antur didnt catch this one heck
* Because confusing vars are apparently more maintainable
* Gun overlays 2: Electric boogaloo
* another one
* Chameleon guns are removed
* tentacles everywhere
# Please enter a commit message to explain why this merge is necessary,
# especially if it merges an updated upstream into a topic branch.
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# the commit.
add: Fusion is back
add: Fusion now happens with large quantities of hot plasma and CO2, consuming all the plasma rapidly and producing large amounts of energy. Other gases can also effect the performance of the reaction.
add: Fusion now produces radiation. Be careful around reactors.
fix: fixes fusion dividing by zero and destroying everything
code: Gas reactions now have access to where they are occurring
fix: Prevents some other reactions from producing matter from nothing
fix: makes dragnet non harmful
tweak: pacifists can now use any disabler or stun setting on any energy gun
code: removed all of the pacifism check code from code/modules/mob/living/living.dm
code: gun objects no longer have a harmful variable, instead, ammo_casing objects now have a harmful variable, which is by default set to TRUE
code: if a pacifist fires a gun, it checks whether or not the round chambered is lethal, instead of whether or not the gun itself is lethal.
* buncha things from upstream
* datums globals, onclick
* datums
* game folder, holy shit mirror bot why
* modules
* icons
* dme
* compiles cleanly
* tools purge
* updates maps
* double check just because. and wew lad
* incidentally, this needs more work first
* some things
* weh
* sound cleanup and icons
* reeeee
* compile issues
* oh look, fresh code sync
* cleans up some unused icons
* dirty vars
* reeeeeeeeeeeeeeee
* wew lad. fuck off with this already
* part 1 - resist out of resting, move and interact with the world while resting, and stamina regen nerf
* makes beepsky check for stuns instead of knockdowns, adds message for getting up, makes gravity reduce standup time, and more
* sprinting, staminacrit, balance changes, and more
* adds stamina modifier to clickdelay, makes items deal stamina damage to the user when attacking, buffs resting stamina regen
* combat mode, ability to toggle right-click context menu on/off, basic combat mode QOL, lays groundwork for 2-handing any item
combat mode toggle sound is from Interbay.
* commits dme changes
* unarmed combat stamina, ability to right click in combat mode, balance changes
* tosses in the HUD icons for later-ish
* rolls back admin.txt
* lotsa UI stuff
* stamina checks, some balance stuff
* adds support for best ui, adds right click to flush disposals, removes aggressive grab pinning in favor of neckgrab chokeholding
* quick dogborg patch while i figure out what do do with them
* oops - fixes prefbreaking for screenshake
* trying to sprint from an elevated surface onto lower ground will now knock you down
* right click to pull fire alarm, lets you bully people by pulling chairs out form under them, makes attacking objects cost stamina
* makes accidents during slipping less likely to occur while combat mode is active, makes tripping off elevated surfaces cause accidents
* makes pumping shotguns cost a tiiiny bit of stamina
* makes eyestabbing and batoning cost stamina
* makes failing stamina checks error out properly, adds stamina check to shotgun pumping
* adds stamina check for chair pulling
* readds aggressive grab pinning
* fixes bug with being buckled preventing interaction
* adds recoveringstam check to incapacitated
* reduces stamina cost for attacking
* oh this too
* fixes bug where you can get stuck in recoveringstam if your stamina suddenly becomes 0 while you're in staminacrit
* makes monkey transformation inherit staminaloss
* adds the ability to wave or shake your fist at someone via right click
* grammar and span closing
* 99 annoying little bugs on the wall, 99 annoying little bugs. take one down, pass it around, 864 gamebreaking bugs on the wall
* more distant right-click emotes.
* buffs standing stamina regen a tiiiiiiny bit
* adds aiming down sights for guns, makes firing guns cause trace amounts of staminaloss
* crusher powercreep - gives crushers the ability to heal staminaloss
* item throwing buff
* adds 1:1 HUD layout
* hopefully fixes issue with recoveringstamcrit not updating
* giant hipfire nerf
* halves the effect of staminaloss on movement speed
* makes stamina recover faster in staminacrit, makes it easier to get disarmed out of combat mode
* get_weight(), movedelay health_deficiency tweaking, combat and resting checks for item attacking
* makes staminacrit automatically disable combat mode, it's now impossible to enter combat mode while in stamcrit
* adds stamina buffer, halves the time needed to stand up after resting, increases stam penalty for firing weapons, and more
* tweaks stamina buffer drain rate a little
* makes buffered staminaloss redirect stamina to the actual stamloss proc when empty, makes stamina buffer stat() more precise
* removes stamina modifier for clickdelays, makes stunbatons deal extra staminaloss
* makes electrodes deal a lil extra staminaloss
* drones cannot resist a rest, so now only carbons are forced to rest
* restricts aiming down sights to carbon mobs, adds stamina display to stat()
* makes gun accuracy and stamcosts more flexible, decreases base inaccuracy penalty, makes borgs immune to inaccuracy penalties
* nerfs inaccuracy penalties just a lil more, fixes blooddrunk miner eye depleting all your stamina
* getting used to tortoisegit
* readds temp dogborg buff
* stamina and stamina buffer HUD displays. Stamina sprite from hippiestation
* makes afterattack call properly again
* decreases stamina buffer regen time to 3 seconds
* Yknow what? decreases it to 2 seconds. That's 3 entire attacks worth of waiting
* makes stamina buffer influence movespeed a lil
* nerfs compiling errors
* tweaks the icons a little
* adds autostanding, adds delimiters to attempts to stand
* makes automatic standup attempts a little clearer
* rest button now toggles intent to rest, fixes perma rest
* oop - quick fixes
* Makes crushers ignore recoil stamina on lavaland, makes burstfiring weapons deal less staminaloss
* buffs highlander sword
* makes stamina have less of an impact on the health display
* fixes dogborgs shoving other borgs into infinite stuns
* You can no longer shoot over tables or shoot through windows while resting. Also buffs turrets
* Adds an dart-synthesizing dartgun for CMO/Chemist traitors (#35906)
* Syringe dartguns!
* Fix wording
* And then I said, 'I fixed it all!'
* Make it 12TC
* Adds an dart-synthesizing dartgun for CMO/Chemist traitors
cl Joan
tweak: The crusher kit now includes an advanced mining scanner.
tweak: The resonator kit now includes webbing and a small extinguisher.
tweak: The minebot kit now includes a minebot passthrough kinetic accelerator module, which will cause kinetic accelerator shots to pass through minebots. The welding goggles have been replaced with a welding helmet, allowing you to wear mesons and still be able to repair the minebot without eye damage.
feature: You can now install kinetic accelerator modkits on minebots. Some exceptions may apply. Crowbar to remove modkits.
balance: Minebots now shoot 33% faster by default(3 seconds to 2). The minebot cooldown upgrade still produces a fire rate of 1 second.
balance: Minebots are now slightly less likely to sit in melee like idiots, and are now healed for 15 instead of 10 when welded.
balance: Sentient minebots are penalized; they cannot have armor and melee upgrades installed, and making them sentient will override those upgrades if they were installed. In addition, they move very slightly slower and have their kinetic accelerator's cooldown increased by 1 second.
/cl
the basic scanner sucks ass and nobody wants to use it, it's actually hilarious
also in those stats: minebot picked a mere 6 more times than the conscription kit, because it's an idiot drone, easy to accidentally hit, and did I mention how much it likes going into melee?
tbh it's quite possible the extra buffs aren't needed, just the passthrough module, but it's better to go a little too far rather than not far enough.