* testing, further improvements. Tired.
* FLAK
* Automatic changelog generation for PR #9971 [ci skip]
* Update preferences.dm
* Automatic changelog generation for PR #9736 [ci skip]
* this cannot go wrong
* oop
* Changes required to enable for maintenance protocols
All combat mechs that are special get their internals_access increased so the pilots of the deathsquad / nuke team can fix up their mechs without having to steal a robotics ID. Also removes engineering from being able to access mech internals, seems weird to have if only robotics is allowed to handle mechs, probably remnant of engineering robotics?
* Automatic changelog generation for PR #10115 [ci skip]
* Port boops and handshakes
* Update code/modules/mob/living/carbon/carbon_defense.dm
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* Update code/modules/mob/living/carbon/carbon_defense.dm
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* AAAAA
* Add a nose boop sound
* Add a boop sound effect
* Make the boop louder.
* Fixes pubby wall meds being var-edited snowflakes.
* Commit suggestions
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* Commit suggestions
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* Commit suggestions
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* Commit suggestions
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* Commit suggestions
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* Commit suggestions
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* Fixes AI being unable to talk through the holopad.
* Travis had a stroke.
* ports "Standardize obj/updateicon() and update_icons() to update_icon()"
* Update supply.dm
* Update code/modules/vending/cola.dm
Co-Authored-By: Ghom <42542238+Ghommie@users.noreply.github.com>
* Brings carbon action intent hotkeys down to living.
* Update drink_reagents.dm
* Automatic changelog generation for PR #10180 [ci skip]
* Automatic changelog generation for PR #10181 [ci skip]
* Porting a few martial art code updates.
* Adds gas miners to all maps.
* Compress secK9
* whoops
* Hopefully this won't screw up travis.
* Two slimepeople fixes.
* Automatic changelog generation for PR #10072 [ci skip]
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* Update drink_reagents.dm
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* Update drinks.dm
* Automatic changelog generation for PR #10153 [ci skip]
* ??
* Update snacks.dm
* oops
* probably fixes only neutral traits existing
* Automatic changelog generation for PR #10227 [ci skip]
* argk
* Chef buffs chef buffs tastier food.
"The strong flavor of" was always in game but someone put it behind an else if statement that would never proc.
Now if there's more than 45% (or 30% if you are a lizzard, hissss) of a reagent in a beaker, you will taste a strong flavor!
Hurrah!
* Automatic changelog generation for PR #10228 [ci skip]
* fixes the sprites
* Actually hold on
So that not everything in the game now tastes like STRONG FLAVOUR. That'd be annoying.
* Magic number man bad, also all heads can spam CC now
* im baby dumb and removed "a hint of" by accident.
Okay whoops haha there we go now both strong and weak should work.
* oh hey macros.
slightly less ugly ™
* modular man bad.
now mörge this so chefs can make delicious dish, hemk.
* Update carbon.dm
* lolman acctually knows how the stuff work
* AAAAAAAAAAAAAAAAAAAA
* Update flashbang.dm
* thank you based ghomtainer (when)
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* thank you based ghomtainer (when) 2x how did i not notice this
* Automatic changelog generation for PR #10204 [ci skip]
* Converts the main timsorts file from relative pathing to absolute pathing.
* Ports "Added TRAIT_DISK_VERIFIER, refactors how fake disk checks work slightly"
* wew
* Automatic changelog generation for PR #10090 [ci skip]
* Add the sprite for the landmark
* Make it include my files
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* drop
* Automatic changelog generation for PR #10079 [ci skip]
* Automatic changelog generation for PR #10207 [ci skip]
* Automatic changelog generation for PR #10214 [ci skip]
* Update mob.dm
* Update mob.dm
* Redo my changes on Box
Hopefully this will fix the conflict with the fire alarms.
* h
* Automatic changelog generation for PR #10193 [ci skip]
* I'm a god. How can you defeat a god? What a grand and intoxicating innocence, how can you be so naive?
* Automatic changelog generation for PR #10054 [ci skip]
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* Atomises out the magicnumber change
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* Fix the nose boop.
* Remove extra indentations
* Update inhand_holder.dm
* hhh
* ghom help
* ff
* ff
* Automatic changelog generation for PR #10058 [ci skip]
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* Begone crap.
* I gotta go fast.
* QoL Update
Move the Engines to a subfolder to be cleaner when there will be 20 submaps on different maps and change the Tesla Submap to incorporate a few changes I did for the Singulo submap.
* Magic number baaad
* Make things even more organized
* Better safe than sorry.
* Automatic changelog generation for PR #10164 [ci skip]
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* Automatic changelog generation for PR #10257 [ci skip]
* typo
* Unnecessary OOC note.
* Is merging someone else's PR you personally fixed considerable as self-merging?
* I'm playing dirty because we have too many PRs to merge anyway.
* Automatic changelog generation for PR #10096 [ci skip]
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* Suggestions
* Fix indentation
* lowered to 10 after i struggled to open tickets panel
* FUUUUUUUUUUUCK
* Nerfs fun
* FUUUUUUUUUCK v2
* Automatic changelog generation for PR #10263 [ci skip]
* QoL Update
- Rename the cameras and place two more
- Unanchor the shields generators and emitters because they were bugged and will save more time
- Put more rad closets on the Singulo
- Put more insuls on the Tesla since they protect
- Moved the Engineer clothing locker to Boxstation instead of having it in the Engine
- Added a button to the shutters on the north side of PA
- Added a marker to show where to place the console
- Rewire the power wire to be more in a straight line.
* Forgot a "
* Forgot a button on the Tesla
* Update supply.dm
* readds sprites
* Fills white first aid kits to the brim. Ergo how I was fooled into believing it was a tweak and not a nerf.
* Connect the fuel pipe to somewhere
* no more 40% time dilation
* Update __donator.dm
* Update modular_citadel/code/modules/client/loadout/__donator.dm
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* Update modular_citadel/code/modules/client/loadout/__donator.dm
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* Update modular_citadel/code/modules/client/loadout/__donator.dm
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* Update custom_items.dm
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* Fix areas and tiles getting ripped off
* Also give Tesla's emitters R-floors
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* Update custom_items.dm
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* Add the option to restrict the Engine that spawn
* Revert "Add the option to restrict the Engine that spawn"
This reverts commit e3e1f91635.
* Revert "Revert "Add the option to restrict the Engine that spawn""
This reverts commit d851beea16.
* Add config options
* Move the config up to avoid conflict
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* 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
* A few additions, tweaks, and fixes for integrated circuits, and some very minor tweaks to hydroponics and carbon/silicon examine() to support those changes.
🆑 SailorDave
rscadd: A new manipulation circuit, the Seed Extractor. Extracts seeds from produce, and outputs a list of the extracted seeds.
rscadd: A new list circuit, the List Filter. Searches through a list for anything matching the desired element and outputs two lists: one containing just the matches, and the other with matches filtered out.
rscadd: A new list circuit, the Set circuit. Removes duplicate entries from a list.
tweak: The Plant Manipulation circuit can now plant seeds, and outputs a list of harvested plants.
tweak: Reagent circuits can now irrigate connected hydroponic trays and inject blood samples into Replica pods.
tweak: The Examiner circuit outputs worn items and other examined details of carbon and silicon mobs into the description pin.
tweak: List Advanced Locator circuit now accepts refs as well as strings.
bugfix: Fixed the Power Transmitter circuit not properly displaying a message when activated.
bugfix: Medical Analyzer circuit can now properly scan non-human mobs.
/🆑
Additional details:
- Plant Manipulation: obj/item/seeds harvest() proc and obj/machinery/hydroponics attack_hand() procs were adjusted slightly to allow this, returning a list when harvested.
- Seed Extractor Module: obj/machinery/seed_extractor /proc/seedify() was adjusted to return a list of seeds.
- Hydroponics replica pod was adjusted to be injectable|drawable, and use reagents and on_reagent_change() rather than a hardcoded attackby(), so other injection methods can use it to allow blood sampling/future reagent reactions regardless of type.
- IC Examiner Module returns a list of examine() messages from mob/living/carbon, mob/living/carbon/human, mob/living/carbon/silicon, and mob/living/carbon/silicon/ai in the description data pin, rather than outputting null since they had an empty desc var. The relevant examine procs were adjusted to return their messages.
- IC get_data() and set_pin_data() adjusted to return text/num properly and to WEAKREF/un-WEAKREF the contents of passed lists.
* fixes errors from screwy merge conflicts and replaces illegal proc name
* re-added a traits tag that accidentally got removed
* review changes
* plant analyzer outputs irrigation status and connected trays, search circuit uses 2 Cx down from 6
* examiner outputs the occupied turf of the examined object and can also scan turfs
* string inputs on circuit pins now use multiline input; fixed edit/remove not working on list pins; fixed large screens not outputting visible messages when held
* locomotion now has a cooldown of 0.1sec and their complexity + pathfinder complexity reduced
* assemblies can open doors they have access to from a card reader through collision
* Merge master branch; fixes pathfinder AStar runtime; fixes tile pointer; fixes material manager self-ref; various grammar touchups
* review changes
* fixes improper weakref type checking
* fixes seed extractor merge confict, removes unnecessary weakref change
* dang ol merge undoing my changes HECK
* updated to robbym's tile pointer PR with clearer var names
* added missing "not scanned" results to tile analyzer, removes duplicate circuit entries(???? how)
* Reorganised component controls
* Simplied menu further
Removed "rename" and "copy ref", renamed "remove" to just "-"
* Added similar changes to "built in" components and added "Rename"
* 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
* Fixes 0 value not being saved in constant memory circuits
* Fixes 0 value not being loaded in constant memory circuits
* Switched to isnull proc for null checks
* Electronic assembly changes and additions
* Electronic assembly changes and additions (#36394)
* the rainbow of mediocrity rides again
* whoops that wasn't supposed to be there
cl
add: Circuits integrity, charge, and overall circuit composition is displayed on diagnostic huds. If the assembly has dangerous circuits then the status icon will display exclamation points, if the assembly can communicate with something far away a wifi icon will appear next to the status icon, and if the circuit can not operate the status icon will display an 'X'.
add: AR interface circuit which can modify the status icon if it is not displaying the exclamation points or the 'X'.
tweak: Locomotive circuits can no longer be added to assemblies that can't use them.
spellcheck: Fixed a typo in the grenade primer description.
code: Added flags to circuits that help group subsets of circuits and regulate them.
/cl
The diagnostic hud addition is meant to allow more counter play to circuits by seeing the assemblies's healths and how dangerous they are. The flags are a useful addition to the code because players shouldn't be able to put circuits in assemblies if the assembly can't use that circuit (this can also be used later for other assemblies which could use unique circuits).
The following circuits are flagged as dangerous:
weapon firing mechanism
grenade primer
thrower
The following circuits are flagged as long range:
NTNet networking circuit
integrated signaler
video camera circuit
possible AR interface displays:
default
alert
move
🆑 Xhuis
tweak: Removing and printing integrated circuits will now attempt to place them into a free hand.
tweak: You can now hit an integrated circuit printer with an unsecured electronic assembly to recycle all of the parts in the assembly en masse.
tweak: You can now recycle empty electronic assemblies in an integrated circuit printer!
soundadd: Integrated circuit printers now have sounds for printing circuits and assemblies.
/🆑
Some low-hanging fruit for circuits. I was trying them earlier, and these were the main things that I was surprised didn't exist, so I added them. I'm not sure about the assembly manipulation yet (may have been intentional?) but it feels a lot smoother to use, especially since misprints can be emptied out and then recycled instead of awkwardly removing each component and then disposing of the case.
* makes grabbers bulky and inventory max bulky
* makes circuit drones bulky
* removes drone stacking
* made grabbers max w class based on drone assembly, changed their w class back to small
* review stuff
* makes throwers max_w_class depend on assembly size
* uh
* kills sheer heart attack
* fuck off
* FUCK
* GR