* HoS modular revolver, ported from vore
* Bugfixing, sanity checks etc.
* Update hos.dm
* Sprite fixed
* Automatic changelog compile [ci skip]
* HoS Weapon Selection
* Icons
* Clamp fix, removing rogue items from ye olde list
* Update ammo.dmi
* Requested Changes Part 1
* Beacon fixed (kind of)
* Subtypes fix
* User
* Giving process_chamber a user so that the proc can use to_chat without requiring loc, fixes switching so the gun only switches to the same type when empty
* redundant item
* Adds an examine notice on how to remove the magazine
* Requested Changes
* Icons
Co-authored-by: Changelogs <action@github.com>
* Improvised Weapons Part 1: Shotgun & Rifle
Adds new sprites for ammo, the improvised rifle, the improvised shotgun. Adds a hand saw. Adds things to the crafting menu. Adds things to the autolathe menu.
* PR not yet ready - just cleaning issues.
Just trying to remark some of the issues resolved so I can see where I'm at a bit easier.
* Reverting changes to shotgun ammo names in the autolathe.
No point calling it 12G when there's no 20G anymore.
* Weapon weight + sprite improvements.
Makes sprites for gun parts bulkier with a low alpha pixel outline to make them easier to click on. They also look a bit closer to what their final product will be.
* oops forgot the "
* Revert "Merge branch 'master' into Improvised-Part-1"
This reverts commit 1e43d228d1bc35b0582244ed0bd91934573b3cdd, reversing
changes made to 207e9fccd4e8cffbe9ed26401a6f516fc44245dd.
* Revert "Revert "Merge branch 'master' into Improvised-Part-1""
This reverts commit 22d421d010c4a4c5c5e26f49fe6bffcf6198df42.
* My Github or environment isn't flipping out. no more.
Derp. Also projectile damage modifier fixed. I can actually compile without hundreds of errors.
* Made small weapon parts have w_class small.
I was testing it out and seeing the trigger assembly take so much space in my inventory seemed really odd.
* Duplicate definition refused.
Hurrdurr I suck.
Glad I gave this a quick look-voer.
Shotgun description edited to reflect the 0.8x damage modifier.
* Resolved tools.dmi merge conflict.
Just took the dmi from master and put the new sprites on at the end.
* DNM - Trying to see why usptream tools.dmi with my stuff added on the end is conflicting.
* Please don't conflict
* Update bags.dm
* Fix instant crush
* tweak frame delay
tweak the 3 variant of shutters frame delay to 0.38 per frame,make it took roughly 10 tick to close completely.
* Shield time
Adds a shield for clockies which empowers bashes via the damage it blocks. Might or might not compile yet. Icons going to be added in the next commit because I'd rather not have to revert all instead of just the icons if I do a fucky
* Icon time
Adds the icons for the clockie shield. Just the implementation + icons as of now, no way to get it. Might still not compile 😳
* Compilation issue resolution
Now it compiles. So it works. Maybe.
* Little change
Only harm-intent bashes amplify the bash / use energy.
* Fixes up shield.dms repeair proc and moves the brass shield repair there
Oh cool time to throw in a fix aswell, neat!
* Some tweaks
Buffs the shields armor and integrity since it was VERY easy to break with energy before, now its medium against those and very strong against ballistics. also a bit easier to accumulate charge because its ''only'' 50% block
* Some more stuff for the shield
Adds a spell to summon the shield (20dc time, 600kw cost, tier-two spell)
aswell as adding some ''fun'' for non-clockie users of the shield.
* typo man bad
* more spellchecking
* even more little tweaks
* clarification on a comment
* sound tweak
only plays a special sound if its an empowered bash
* final tweakies before PR
* Abuse safeguard
Yeeah might be best to not allow clockies to bash eachother for infinite charge.
* another typo fix
I really shouldn't have been coding stuff for this at 5 am...
* Safeguards for a VERY specific edge case
Would have caused some weird behavious for edge cases if not resetting the values, so I'm doing it to be sure.
* 5am code bad
same thing like the previous commit but not unreachable because of return statements.
* Applying requested changes / suggestions proposed by Ghommie
Early return statement done by the harmful / servant check, other returns / simillar done via . = ..()
* Formatting
* Establishment of peas, at last. Comes with two mutations! (NO SPRITES YET,SAVING SO I LOSE NO WORK)
* Fixed some shit in my code, like mispellings and an illegal color. God forgive me.
* Eventually, I will find a blue that works.
* It helps when you aren't pants on head, and remember to put the equals sign, my dude.
* Cleaned up some names, added some comments, and trying to make Pax be captialized in the manipulator
* Attempting to fix Pax to be uppercase, also a slight tweak to reagent numbers.
* I honestly don't care enough, and it doesn't like me capitalizing Pax, so fuck it.
* Cleaned some shit up, fixed a problem I noticed where I forgot an entire line of code because I am Big Big Smart Plant.
* Everything should taste now. Thanks to Anne for the advice. (also shifts a few nutriment values about)
* because I am stupid, I forgot a comma.
* Pray for no map by map. 2nd to last commit.
* I really didn't like how the species names looked.
* First set of pea sprites complete, shoutouts to TripleZeta
* Adds Laughin' Peas sprites! Shoutouts to Stewydeadmike!
* fixed a spelling mistake
* Hey look ma, it's not a disorganized mess anymore
* Bugsquashing... maybe?
* Adds World Peas Sprites! Shoutouts to Stewydeadmike!
* It would help if I actually put the harvest product and seed product eh? Try to remember to do that next time.
* Spriter wasn't happy with old laughpeas sprite.
* cleans up taste text, removes empty lines.
* better taste for a terrible wine.
* Travis leave me alone
* Pax reduction
Co-authored-by: The0bserver <Gizmomaster777@gmail.com>
Sprites improved. A black 50 alpha border was added to the chess pieces. The king pieces were shortened by 1 pixel to let the black border wrap around. This helps the white pieces stand out on bright tiles.
Padded floor now has the centre cushion bit on all corners. This design is similar to other tiles in SS13, so this should hopefully make the sprite fit into a TG codebase more.
* ports all the tg junk for icemoon, not yet changed to make it all compile
* fixes
* fixes
* fixes
* fixes
* fixes
* new stuff
* whew
* fixes
* it compiles, now to fix the maps
* fixes the maps
* fixes solars + removes the space tiles in the toxins burn chamber
* nukes the SpawnTerrain proc used for tg geysers
* linter fix
* fix
* fixes the non matching turf atmos (hopefully)
* more mapping fixes
* dmm2tgm
* unfucks changeturf for the more_caves
* fixes the volanic subtypes of the other thing
* fixes the stupid fucking tile placing list
* some map fixes, fixes the station_ruin loader shitting out errors this commit took 2 hours of my fucking life
* fixes a bunch of mismatch atmos in ruins
* fixes wendigo cave having no air
* backwards couch backwards couch
* fixes the SM up
* wendigos can't runtime when butchering if you can't butcher them 😎
* makes the wendigo fight have the same atmos as the surrounding icemoon
* Tweaks atmos mixture from o2=22;n2=82;TEMP=180 to o2=18;n2=63;TEMP=180, making lavaland weapons actually work
* makes the wendigo screech shake not completely aids
* fixes snowlegion portals dropping proper legions instead of skeles
* brings the engioutpost ruin over as well
* whoopps
* empty commit to reroll bots
* Fixes pirates, ops, the mining base, and gives pirates and ops drills
* fixes lone ops and ninjas
* fixes the snowed plating getting fucked when tiles are placed on it
* removes some OP junk from the wabbajack pool (aka removes non-antag headslugs again)
* more bug fixes
* empty commit to reroll bots
* hopefully finally kills the active turfs on the library ruin
Co-authored-by: kevinz000 <2003111+kevinz000@users.noreply.github.com>