* Fixes bodies responding to phobias (#36227)
* Fixes ghosts responding to phobias
When a ghost inhabiting their body hears a phobia word, they no longer
freak out.
* Modified to a guard clause
* Fixes bodies responding to phobias
Allows map configs to set how many ruin levels (def. 7) and how many empty levels (def. 1) that will be created. Most useful for landlocked stations, event/one-off stations with unusual composition, or testing situations such as RuntimeStation.
* ERP, miscreants, clothing
* github pls
* guns, dogborg, areas, vendor
* finishes moving around the last of the stuffs
* cleaned up shit. italics on subtle messages
vore code to modular_citadel too
* updates codeowners and recompiles tgui
because it's a healthy thing to do
* reee, I had that spawner set byond
* cleans up a bad pipe
does the thing I've been meaning to do for a while now as well.
* bumps up xenobio console requirements
inb4 reee
* snowflake commenting
* Allows admins to spawn mob-like objects for shenanigans (#36153)
This is basically extracting the functionality of the animation spell into an admin verb.
Please excuse the browser.dm code, this is more of a stepping stone towards the more complicated popup needed for custom ERTs.
cl Naksu
admin: Admins can now easily spawn mobs that look like objects. Googly eyes optional!
/cl
* Allows admins to spawn mob-like objects for shenanigans
* Makes light fixtures actually glow in the dark while on (And adds the necessary groundwork for other above lighting plane stuff) (#35879)
* adds an above lighting layer, adds lighting overlays
* fixes wonkiness with broken and burned lights
* decreases overlay alpha a tad bit
* i gotta test this - removes new() override from mutable_appearance
* readds /mutable_appearance/New() for legacy behaviour
* Makes light fixtures actually glow in the dark while on (And adds the necessary groundwork for other above lighting plane stuff)
* Fixes negative bodytemp in some cases and shivering not doing anything unless you're already very cold (#35796)
* - Stop subtracting from bodytemp please
- Also fixes shivering
* - Jesus christ why did you make me do this
* - missed one
* Fixes negative bodytemp in some cases and shivering not doing anything unless you're already very cold
* Ports Barometers from Yogstation (#35730)
* Ports Barometers from Yogstation
* Ports Barometers from Yogstation
* Added missing barometer_predictable bools
* Gives the atmos analyzer love instead of a new item.
* Moves playsound under cooldown to prevent soundspam.
* Ports Barometers from Yogstation
* Mime's Bane recipe (#35570)
* Makes Mimes's Bane use the new EMOTEMUTE trait
It randomly occured to me that I should do this.
Mime's Bane is currently a reagent currently only used in cloning pods
to stop growing clones from gasping from crit/lack of air (since they're
in a pure nitrogen environment).
* 2 Mime's Bane = 1 Mute Toxin + 1 Nothing
* Mutetoxin + nothing + radium
* Mime's Bane recipe
* Cross Z support
* Fixes projectile cross-Z
* removes unnecessary code
* don't draw impacts if you're not impacting
* fix
* unneeded var
* No mapcheck()ing anymore, space does it for us 2.0
* Autoylathe Complete.
All the errors with the autoylathe should be fixed for now
* Toylathe Tweaking and plastic's initializing.
Well, this gets plastics halfway there. The toylathe now has 8 categories to choose from and some other sutff. It's all coming back.
* TOY LATHE NOW ACCEPTING PLASTIC
TOYLATHE IS WORKING AND RUNNING PROPERLY. SOME GUNS HAVE BEEN ADDED AND WILL NEED MORE TIME TO ADD MORE GUNS.
* Toy Datum construction.
Building some datums for the toys for the autoylathe to print.
* Toys toys toys
Adding toys to the list woo
* Autoylathe complete.
Holy shit it's fucking done.
* Fixes a duplicate id.
Also adds some shit to the hacked list.
* Okay this shit needs to stop
Rogue indentations? Nani?
* ugh
fuck
* Rogue indents
* Power issues
Fixes power scaling and the draining an APC
* Rogue File deletion.
Part of an early experiment that didn't work out.
* Some other tweaks and shit
Moves datums to the autoylathe designs and also fixes a dumb mistake I made.
* Clamps?
Added a clamp. Who knew?
* Shit.
Won't compile if it keeps looking for a file that doesn't exist
* Woops
Deleted a line not paying attention
* reworked initialize
I think I did this right.
* Revert "reworked initialize"
This reverts commit 649c156baebd64b6cd84e95f2f4c3cbd70dabce7.
* Odd variables that don't have any other references in the coding.
Why are these even here? Seriously.
* UNUSED VARIABLE?!
NANI?! Deleted. Don't need em.
* Remove ZLEVEL_STATION_PRIMARY
* Add Up and Down traits for use by ladders and chasms
* Give map_config creation its own proc
* Combine LoadConfig and ValidateJSON and remove transition_config
* Make space linkage a z-level trait
* Remove ZLEVEL_EMPTY_SPACE
* Update uses of GetFullMapPath
* Handle multi-Z stations and load Lavaland and Reebe at runtime
* Remove unused space maps
* Fix inappropriate z-expansion in map reader, improve logging
* Update comments relating to z-level configuration
* Add Lavaland and Reebe to ALL_MAPS