* tanks n misters n chems n ops
* fix conflicts
make multiple PRs at once that effect the same icon file what is wrong with me
* doing more harm than good
aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
* Reverts italics-span back to no color.
* Cleans up many extra spaces and indents.
* Adds 'hear' span class.
* Replaces all 'italics' used in heard messages with 'hear'.
About The Pull Request
CMO and MDs start with a first aid kit with slightly increased capacity and basic surgery tools
Why It's Good For The Game
Doctors need tools for doctoring in the new medical landscape, also makes the starting medkit a bit more worth holding onto
Changelog
cl
add: Medical staff now spawns with a first aid kit with increased capacity and basic surgery tools
/cl
About The Pull Request
this just makes fire axes smash windows properly again. not much to say.
Why It's Good For The Game
I don't think I can call the fire axe nerf intended, but even if it is, it was unwarranted if the rwindow buffs were supposed to do what they were supposed to do. Only places that get fire axes are atmos and bridge. for atmos, it does fuck all since atmos can easily get an rcd anyways. CE, HOP, HOS, and cap give minimal shits about reinforced windows anyways, and the RD has access to tools, so it just changes much for the CMO. the fire axe is especially crucial now that any douchebag can cover a hall in impenetrable windows. It's physically painful to watch a ce try to clean that up himself. this won't break windows much faster than an RCD, but it is cheaper. Note that a fire axe can currently break windows at similar speeds to a pre changes toolbox.
Changelog
cl
fix: The fire axe instakills windows again.
/cl
* relic file
* Revert "Merge branch 'master' of https://github.com/tralezab/tgstation"
This reverts commit 826916d87b421dbb0ebcfce7fad96e456b6d3674, reversing
changes made to a0f476d874.
* transit dispenser
* that should be all
* sprites
* true falses, dmi fixes
About The Pull Request
Adds in more tarts - pies
Mime Tart, Lava Coco flow Tart, berry tart
Adds in a few more cakes
Vanilla cake - real this time
Clown cake - Honk!
New book only get able via Dinner-o-mat that teaches you how to makes these
Why It's Good For The Game
More colorful foods and crafting as well as using the locked crafting system - Maybe better looking cakes
I've added some new decals for making colored trims around walls,
points of interest, or color coded guiding lines for that hospital
feeling. These fit perfectly with existing tile coloring.
Combat defibrillator has halved recharge time. This allows it to both
stun people more quickly, and actually be able to cause a heart attack
with harm intent during the stun.
It also has unique, mediocre sprites by Me. Syndicate duffel bag
sprites altered slightly so the little med/ammo icon is tilted.
I randomly found out combat defibs could actually be used offensively
while testing things, but they were both a tad slow to recharge and had
what was practically an undocumented feature that I've never seen
anyone use. This PR points out that they can be used in combat, and
buffs them appropriately so a nuclear operative could reasonably use
it, at the cost of sacrificing their belt slot and their offhand.
* Fixing self sustaining rainbow extracts and fixing foam creation of blue slime extracts
* Refactoring foams to be in a helper function. Resin foam remains untouched
* Improving refactor of create_foam
* Putting helper proc in vent clog event
* create_foam takes a foam type again
* minor type passing change
* Selectively randomisable characters
* it's a list now
* this doesn't work
* it's totally fucking fucked mate big time
* it works
* so sick of this goddamn pull request and yes i know this is a retarded way to do this it didn't work the other way
* anturk forestalls the inevitable suicide
'associative lists are more performant'
* final changes anturk requested
'remove all the "in randomise" and it's ready'
About The Pull Request
Non-taggers' graffiti counts as bad art. Taggers' graffiti counts as good art, not great art.
Makes the art defines global defines and removes some magic numbers.
Re-orders the switch statement for art to go ascending instead of descending, because otherwise if something is at BAD_ART it will register as good instead, if it's at GOOD_ART it will register as great, etc., which defeats the purpose of having defines.
Why It's Good For The Game
The tagger component: Because there isn't really much bad art in the game ,and graffiti is as obvious a candidate as any, and gives the janitor an actual excuse to remove it besides being a dick. If you don't want the potential for a bad moodlet, don't examine the art. You have to go out of your way to do so anyway.
Very slightly nerfing tagger graffiti: Because "what a thought-provoking piece of art" is kind of much for graffiti.
The other component: Because there's no point in having defines if people are just going to put magic numbers everywhere anyway. (I left the impressiveness numbers for statues, etc. alone, because those can take damage, dropping their quality. But if something can't take damage, just use the define.)
Changelog
cl
tweak: Graffiti by a non-tagger counts as bad art.
/cl
About The Pull Request
As mentioned in codebus with the recent patch for circuits being able to produce any item (see BeeStation/BeeStation-Hornet#345), people often make a mistake in attempting to check if a collection does not contain an element. The proper execution of such a check, following the attempted formatting, would be...
!(x in y)
But instead we have lots of
!x in y
In other words, 1 or 0 in collection y, not good!
Why It's Good For The Game
Fixes a lot of bugs that likely nobody has ever noticed, probably introduces features that were intended but incorrectly coded. I have attempted to summarize what are probably the effects of this change below. I've moved interesting fixes to the top of this list.
Dynamic mode ruleset should no longer ignore player preferences when selecting antagonist candidates.
Pet carriers should now properly cancel callbacks for a mob escaping the carrier if they are no longer an occupant of it.
Eightballs should now prevent ghosts from voting on answers that are not expected by the eightball.
Modifying variables in view variables should now prevent you from adding a non-existent variable to a datum.
The Herald's Beacon should no longer attempt to remove a non-existent voter from its list of users who need to vote. (Likely prevents a runtime)
Changelog
cl bobbahbrown
fix: Dynamic mode ruleset will now respect your player preferences when selecting antag candidates
code: Fixed 9 instances of incorrect not-in-list expressions.
/cl
About The Pull Request
Converts every single usage of playsound's vary parameter to use the boolean define instead of 1 or 0. I'm tired of people copypasting the incorrect usage.
Also changes a couple of places where a list was picked from instead of using get_sfx internal calls
This was done via regex:
(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\)) to match 1
(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\)) to match 0
full sed commands:
/(playsound\(.+,.+,.+, ?)1( ?\)| ?,.+\))/\1TRUE\2/ 1 to TRUE
/(playsound\(.+,.+,.+, ?)0( ?\)| ?,.+\))/\1FALSE\2/ 0 to FALSE
I'm not very good with regex and these could probably be optimized, but they worked.
Why It's Good For The Game
Code usability
* You can no longer give the AI laws containing IC filtered words. Adds a proc to accomplish this.
* turns proc into a define, adds it to hacked module because I forgot
* chap helmet updat
* russian buff
* various cult robe things
* a
* oh there was booboos in the file i was working in haha
* wtf i hate cock cult now
* oh i did it the wrong way
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.