🆑 Qustinnus
code: Moves spaghetti to new food
fix: Fixes some more size problems on food
fix: Fixes organs having wrong params
/🆑fixes#53482fixes#53572
/datum/gas_mixture/proc/remove(amount) has a code path that can return null.
All the code following the runtimes assume some bit of gas_mixture was actually removed at all. No need to trigger this code if there's no gas_mixture removed, can early return instead.
Following the cyborg inventory refactor, code changed a bit.
Cyborg inventory screens are inited in the HUD, however AI Shells don't generate a HUD until an AI assumes direct control.
Damaging an AI shell before the AI created a HUD in it would cause runtimes as modules disabled and enabled.
To remedy this, we now initialize the core inventory slots on the robit Init() and then update them as necessary in the HUD code later on if an AI ever deigns to grace your shell with their exalted presence instead of asking for it and then never using it.
Flashes now deal stamina damage and micro-stun, they deal higher damage than batons BUT they have a severe disadavntage in form of directionality. Stamina damage and the duration of the micro stun is determined by direction your enemy is facing.
Previously, if you tried to put in a light tube at any point before fully finishing the fixture, it would break the light tube. This is no longer the case, and it will now simply prevent you from putting it in.
Optimizes stat panel code for better performance, including icon caching and removing some unnecessary processing
Also fixes#53432fix#53381fix#53724
Changelog
add: icons are back on alt clicks
fix: horrible performance from alt clicking turfs with multiple objects
tweak:browser should notify the SS when it's ready to receive data
* Update statbrowser.html
* Apply suggestions from code review
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
* hidden = TRUE
* almost ready
* Browser should notify when ready to receive data
* Apply MSO's suggestions
* reset cache if something in it gets deleted
* Fix runtime
* fix my stupid code
* send href_token when adding admin tabs
* fix an issue with cyborg suit topic
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
Adds door seals to the game, inspired by the ones used in Alien Isolation and SOMA. Trivially easy for a human to remove, but makes it a nightmare to try and smash through if you're an alien, an evil robot, or don't have hands. I also slightly changed how airlock reinforcement works, as now there are two ways to increase the integrity, the previous way of just resetting the max_integrity after the removal of the plating wouldn't work.
Changes the name of the recipe for the gloves to make them more clear
Adds a note in the tongue file to make sure it's clear you SHOULDN'T SEE THAT TONGUE.
Adds a unique chat message for mimes who use sign language, to make it clearer you can't cheese as a mime
Adds a unique slurring verb for drunkards
Removes the ability for sign languagers to use megaphones, which I forgot existed in the game.
Punctuation removal now replaces all punctuation used with periods rather than with blank space, to reduce run-on sentences.
This PR makes Guides to Dank Mimery use a radial menu as a method for choosing mime spells, instead of using an outdated html browser menu. Old book text was moved to the item description instead, to make it clear what it does.
Fixes these issues with mechs:
Mechs aren't using power to move (broken in #52902)
Gygax leg actuator button is opposite of what it should be (off when it should be on) (broken in #52902)
Mechpads don't actually send mechs
None of the error messages for failing to move work
Husks currently have basically zero ingame feedback other than the grey sprite. It should be abundantly obvious when somebody is a husk, given that it's such a huge physical change that it changes the sprite. This PR adds examine text to husks, and adds a message to the health scanner. The regular scanner will only tell you that they are a husk, the advanced scanner will tell you if they were husked by burns or by "extreme fluid loss" AKA lings (but burnt takes precedence so you can still burn your ling corpses to a crisp to help hide your tracks). The defib now also gives a message specifically for husks instead of a generic "tissue damage" message which normally means brute/burn damage.
I also updated the description of sythflesh and rezadone to mention that they can restore burnt husks, and replaced some hardcoded "burn" with the BURN constant.
Adds a mapping helper for piping, it works on all layers, works on all colors, and it autoconnects to other pipe devices. making it extremely useful.
Making mapping less of a massive fucking clusterfuck of burnout is always good.
Mappers can now use Smart Pipes, pipes that autoconnect to other pipes, like redstone! MAPPERS ONLY!
Fix connector double cap. Now really. (Lemon's note, the last fix didn't properly well, fix things. Wrong arguments being passed, ect. this should do it, as it properly clears old overlays now.)
fix#53437
bugs is bad
Fixes#53219
Nukes is_disabled()
Turns several variable value changes into events.
bodypart_disabled turned into a boolean value.
BODYPART_DISABLED_WOUND turned into TRAIT_DISABLED_BY_WOUND. Not the cleanest thing out there, but it works.
Cleans some code and reduces number of updates, as only the extremities have a disabled effect.
Adds a NO_ALERTS flag for areas and adds it to most off-station area types. Up until now, whether or not an area should trigger alerts has been a snowflakey mix of ALWAYS_UNPOWERED and outdoors, with some smattering of other conditions thrown in. This unifies it all behind a single bitflag so it's easy to make sure an area does not send alerts to the station consoles. I also refactored alerts slightly so they make sense (state = 1 means not alerting? Seriously??), removed an unnecessary override of poweralm from some lavaland areas which probably doesn't do what somebody thought it does, and removes an old snowflaky override of power alarms in engineering which is a leftover from the singulo days. As an additional side effect, off-station fire alarms can now properly work locally (previously, the entire fire alarm did not work if it wasn't on the station. Now they work but just won't send alarms)
This turns wheelys into a skateboard subtype so they are no longer a copy paste of old skateboard code. They have lower stability compared to skateboards.
I've also made a whole bunch of small adjustments in the process to make skateboard code cleaner and more modular, such as turning the improvised skateboard to its own subtype so that construction steps don't need to be overwritten for all subtypes
Adds two subtypes of wheelys:
-Rollerskates: more stable than wheelys but slow you down when the wheels are retracted
-Skishoes: For skiing! Only work on snow, obviously
I wanted to add some fun alternatives to skateboards with their own drawbacks, and the ski shoes were an opportunity to do something fun for icemoon maps
As said by the title.
Also fixes an oversight where the Plexagon HR Core app (job management) was reading worn ID rather than inserted ID.
Also adds names to differentiate between primary and secondary card readers so both show on the screwdriver remove menu.
Also makes using IDs on a modPC actually call the InsertID proc, so that having the secondary ID come first in the list of parts doesn't give it priority.
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
When you alt click atmos machinery, you will usually do something along the lines of maxing out the pressure output on a pressure pump.
This adds a chat message when you do.
Now, icebox has a native plant that can be picked on the surface level, where the sunlight reaches highest, and rarely seen underground, and provides you chilly peppers. Traditionally a chili pepper mutation, the theme was close enough that I felt it'd be a good fit for the map, and helps break up the monotony of the map being ice, rock, and more ice with some harvest able flora.
Removes the singularity generator and the particle accelerator. The former had no sprite, and the latter only existed because of a leftover type path. This does not affect gameplay at all.
Removes the "Start Singularity" verb that was only intended for debug use.
Fixes#53508.
Refactoring of Flex, Fix Section scrollable
Getting presets working
wip
Upgrade dependencies
preset notice, tooltip fixes, pod spawnlocation fixes
finishes UI, final polish
quells one travismoment
Apply suggestions from code review
Co-authored-by: Rohesie <rohesie@gmail.com>
better var names
better vars
sound for loop
Further review addressing
runtime fixes
Update code/modules/asset_cache/asset_list_items.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
More review addressing
tgui merge
why was that there
Small improvements
Small Improvements Part 2
dropoff / wall moving improvements
compile!
more fixes
handle_body() was called when handle_mutant_bodyparts() should have been called instead. I've fixed this issue.
I've also doc'd the disguise_fail_health variable, because the comment that's currently next to it doesn't accurately describe what the variable actually does.