Commit Graph

99 Commits

Author SHA1 Message Date
kingofkosmos 3263decaad Personalized combat messages part 2 (#52890)
Adds more "personalized" combat messages for all participants in a fight: the attacker, the victim and the spectators
2020-08-13 11:34:57 -03:00
Rohesie 6ff08e1c69 Color standardization, vars moved, and signals (#52574)
Defined all the existing light_color values.
    Moved their definitions to colors.dm
    Made white the default color. It was so already, but that was very obscured.
    Moved the atom light-related variables to the atom definition.
    Wrapped changes to variables such as light_color into procs that report the event through signals.
    Moved the light_on variable to the atom level, also adding a signal for its changing, to represent toggling lights.
    Cleaned up a little bit of code in where new variables were defined before redefinitions.

This is all atomization to reduce changes in #52413
None of this affect gameplay at all, it's all code cleaning and refactoring.

There's more colors to standardize, a search for color = will find lots of targets, and I see little need to have both the LIGHT_COLOR and COLOR patterns, but I don't want to make this PR bigger than it already is.
2020-08-04 13:59:48 +12:00
ArcaneMusic a6b367f8c8 Adds an metric ton of belt sprites and suit sprites for worn objects. (#52390)
* Plant Belt sprites are fixed, Engy Sprites too

* I did belt sprites until my eyes started hurting
2020-07-25 02:58:52 -03:00
Ryll Ryll 46dd89b07a [READY] Wounds part 2: Piercing wounds, dismemberment changes, housekeeping (#51786)
* pierce the heavens

* starts doing projs

* continue pierce

* before armor

* before sharpness redefine

* rename sharp defines, before further implementation

* finishing undoing atk_type back to sharpness

* neatens up sharpness defines, FALSE -> SHARP_NONE

* more piercing, removes brute damage bleed, bubblegum no longer wound

* starts letting embeds get in on the fun

* half with embed

* work on dismembering

* continued embed work

* more moving bandaging to limbs

* more dismemberment work

* removing embed pierce stuff

* tweaking bullets

* more docs and work on dismemberment

* spans, piercing, guns

* dismemberment and scar fixes

* bee changes

* bullets embedding

* more bullet and dismember work

* dismemberment, surgery, piercing, formaldehyde,

* pleases travis

* pierce smite

* nicer on blood

* Auto stash before rebase of "tgstation/master"

* more neatening

* wounds only consider up to 35 damage, wounds on l6 and 762

* updates hulk

* balance

* defines

* lower slug to 50 brute to accommodate wounds

* adds differentiation for having flesh/bones/both in mobs

* moves scar descs to json, renames organic_state

* excises removed healing skill

* fixes logs, inconsistencies, some balance changes

* untab

* slight compress

* a

* kills pointed global list

* dmdoc

* halfway through roh

* finishes roh review

* okay NOW i finished roh's reviews

* roh roh roh your boat

* gently down the stream

* global lists

* list ops, fix scanner for bone gel improvised fix

* travis moment

* sounds added and moved

* pellet clouds can join the fun fully, slight gun balancing for wounds

* doc moment

* unconflicts myself

* update hulk

* Update code/_onclick/item_attack.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* crying ascii face

* final rohview

* oops

* final final

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-07-23 23:19:30 -03:00
jdawg1290 62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
Jordan Brown c89d7b188d Fix Docker Build (#51781)
* Change BYOND version to 513.1526

* Remove BSQL from docker image

* Add a docker publish action

* Add a docker test action

* Cleanup runtime icons

* Cleanup runtime sounds

* Correct docker workflow names

* Add Dockerfile as an appveyor cache dependency

* Fix build issues

* Copy all dlls

* No need for .dlls in docker

* Minor cleanups
2020-06-22 16:49:07 +02:00
ShizCalev debba87ec2 fixes "dante torn the changeling with the sword" (#51688) 2020-06-18 15:48:12 -03:00
ShizCalev 1ff3945b30 Fixes more belt missing texture crap (#51597)
* Fixes more belt missing texture crap

* #51010 progress

* tank fixes

* typo

* Removed dead/duplicated code

* cleanup

* don't need the - meme anymore with build_worn_icon

* icon fix

* commentary

* yelling at future coders

* more condensedd
2020-06-13 14:16:52 -04:00
Ryll Ryll 0f6496a55c [READY] Adds Medical Wounds: Bamboo Bones and the Skin of Your Teeth (#50558)
About The Pull Request

This PR adds medical wounds, new forms of injuries that people can suffer that cause debilitation and complications, and often require more than what can be found in a medkit to treat. But let's be honest, big complicated walls of text about medical changes make people's eyes glaze over easily- so I created a handy infograph to explain the basics!

Also there's a full guide here!

dreamseeker_2020-04-18_20-42-19.png

The infograph may not be fully up to date with the specifics of the PR's status, but it'll be updated along with major changes so people have something to use as a crash course for familiarizing themselves with how wounds function. I also have another infograph with all 9 of the possible initial wounds coming, and will be up soon. You can also find the longform design doc here with more info on the broad details, including descriptions of treatments: hackmd whee
What this does

There's a lot to cover, but here's the bullet points of the main features and changes:

    Getting lots of damage on a limb can result in wounds, with more damage causing worse wounds. These can range from dislocated joints and minor cuts to compound fractures and fourth degree burns, and can affect you in different ways depending on what bodypart they're applied to (namely with broken bones).
    You can damage individual bodyparts on clothing (only jumpsuits for now) through the use of lasers and sharp weapons. Bodyparts that reach max damage are considered "shredded" and will not apply any protection for that zone until it is repaired with cloth. If all zones are disabled, the entire piece of clothing is shredded and unwearable until repaired with 3 cloth. Jumpsuits give a small amount of wound protection, and since sharp weapons and lasers generally get extra wound bonuses against bare flesh, even a plain jumpsuit provides decent protection from a few laser shots or scalpel stabs.
    Lasers gain a powerful niche versus unarmored/lightly armored carbons! As noted above, lasers can shred clothing and burn away zones of jumpsuits in 2 shots each, after which the target's bare flesh is exposed (barring other clothing), and lasers excel at dealing burn wounds against uncovered skin. Think big, nasty charring!
    Bleeding is now totally limb based, and gauze is as well. Bleeding is also 95% cut wound based, meaning sharp weapons make you bleed rather than just having 40+ brute on a limb.
    The more wounds and damage you get on a bodypart, the easier it'll be to gain more severe wounds. Wounds are arranged from Moderate, to Severe, to Critical in increasing severity, and you'll generally have to suffer the lesser ones before getting the worse ones.

dreamseeker_2020-05-15_03-15-59.png
Above: Someone having an incredibly bad day from bloodloss

dreamseeker_2020-05-04_22-29-29.png
Above: Scars from healed wounds

ShareX_2020-05-15_06-55-20.png
Above: Actual combat involving someone's head getting cracked

Here's a quick, if non-exhaustive, list of things I have left to do before I consider it feature complete

Finish adding treatments for each wound type/severity (mostly surgeries/triage for critical wounds)
Add second winds for bad injuries to give the victim a chance to get away
Flesh out severe & critical injuries in general
Find sprites for the bonesetter, bone gel, and anything else that might be needed
Add the medical items for treating the less severe wounds to the station
Polish code and remove any redundancies I left behind

    Quick balance pass to make sure nothing is horribly abuseable

Why It's Good For The Game

Adds a flexible new system for representing damage on carbons with injuries that can be treated in different ways. Moderate wounds from getting toolboxed or sliced with a scalpel can usually be treated by a buddy or even by yourself with the right tools, but getting flayed with a fireaxe or a laser gun emptied into your bare skin may require extra attention or even surgery in bad cases! Also makes laser guns cooler and more like 40k lasguns that can flash fry people (cool!)

This should also make spessmen more resilient and harder to kill outright, while still adding consequences and complications to getting hurt. Wounds aren't immediately fatal, but they can do things like slow down interactions, deal damage over time through infections, and generally make you more fragile until fixed. They can also give you a "second wind" on being applied that gives you a small adrenaline boost (or whatever) to help disengage and escape immediate danger.
Changelog

🆑 Ryll/Shaps
add: Introduces medical wounds, new injuries that can happen to fleshy carbons when they sustain lots of damage on a bodypart. There's quite a lot of change here, but you can read the guide at: https://tgstation13.org/wiki/Guide_to_wounds and an extended changelog is available here: https://hackmd.io/l_FI9b3tSqa_woDadewJXA
add: Introduces scars and temporal scarring! Healing a wound leaves a scar behind that can be seen by examining someone twice rapidly, and if Temporal Scarring is enabled in character prefs, surviving a round with scars will save them to be granted at roundstart another round! Let your body tell stories!
tweak: Bleeding is now fully bodypart-focused, and 95% of bleeding comes from cut wounds from sharp weapons. Gauze is applied on a limb-by-limb basis, and helps staunch bloodflow rather than totally stop it. Notably, you no longer bleed just from having 40+ brute damage on a limb.
del: Organic bodyparts are no longer disabled at maximum damage, but are easier to cause wounds to
add: O2 medkits in emergency lockers have been replaced with new emergency medkits with basic tools for diagnosing and treating wounds and basic damage
tweak: Herapin now rapidly increases bleeding on all open cuts, rather than causing bleeding by itself. The more cuts on the target, the more it will affect them.
tweak: Neckgrab table slams now hit the targeted limb rather than just the head, with a large chance to dislocate or break a bone
tweak: Sharp weapons and burning weapons can now shred zones on jumpsuits, disabling protection on that limb. Damaged clothes can be repaired with cloth.
tweak: Slaughter demons now deal less raw damage, but gain the ability to cause cut wounds, which becomes more powerful with each attack on a humanoid but resets when bloodcrawling.
/🆑
2020-06-12 23:47:33 +12:00
Fhaxaris f90bd5a427 pink belt fix attempt #2 (#51327)
h
2020-06-01 01:39:42 +02:00
nemvar 6ef421be42 Renames a few variables. Also reorders icon fallback order again. (#51060)
* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.

* Fixes some comments

* Fixes map issue

* Restart lints

* Properly resolves conflicts
2020-05-25 06:47:19 +02:00
Ryll Ryll 5c174800fb Grenades and projectiles can have shrapnel and embed, all carbons can suffer embeds, some bullets can ricochet, sizable refactor of embedding (#49634)
About The Pull Request

It annoyed me that we have a perfectly good frag grenade item, and a perfectly good shrapnel component, but no crossover episode between the two. This remedies that, and does a lot, lot more.

dreamseeker_2020-03-30_05-01-13.png

dreamseeker_2020-03-30_05-01-26.png

Big points:

    Adds new component: pellet_cloud, which can be used by ammo casings, guns, and landmines to spray shrapnel and display aggregate hit messages ("You're hit by 6 buckshot pellets!" vs "You're hit by the buckshot pellet in the X" x6). All gun ammo that shoot multiple pellets now use this component on firing.
    Adds stingbangs, premium less-lethal grenades that shoot off lots of stinger pellets, to cargo. Frag grenades are also reworked to have smaller booms, but shoot off lots of shrapnel shards. You can jump on top of these grenades to absorb a portion of the shrapnel to save those around you! There's an achievement for dying this way, called "Look Out, Sir!"
    Projectiles can now embed items/shrapnel. Adds .38 DumDum ammo to cargo that does less damage and has negative armor pen, but can embed in people. This is the only ammo that currently embeds.
    Bullets can now ricochet off walls, structures, and machinery (harder surfaces are more likely to ricochet). Only standard .38 and Match Grade .38/.357/L6 ammo can ricochet, with Match Grade being much better at ricocheting. You can buy Match Grade .38 from cargo and Match Grade L6 ammo from the nuke uplink, while Match .357 is admin only.
    Armor now protects you from harmful embeds, taking the better of the bullet/bomb armor on the affected limb. Armor penetration can modify this of course, and many blunt embeds like stingbangs and DumDum bullets are significantly worse if you have even 1 armor.

Other misc fixes/changes

    Refactored the embed element a bunch and fixed it creating new elements for every instance rather than expected bespoke behavior. There are new /obj/item helpers for modifying and adding embedding.
    Fixes #49989: Spears can no longer embed in turfs cause their sprite is annoying to me, it's generally harder for most things to embed in turfs
    Fixes #49741: New carbon helpers for removing embedded objects
    Fixes #46416: Handles embedded objects getting qdel'd or moved while embedded
    Renamed the old shrapnel component for RPG loot to MIRV to avoid confusion
    Repathed frag grenades from under minibombs to under base grenades, and added explosion vars to base grenades

Why It's Good For The Game

Fixes a bunch of janky design with embeds, adds lots of new avenues for projectile and grenade variety, ricochets and collateral damage are fun!
Changelog

🆑 Ryll/Shaps
add: Adds stingbangs to cargo (and one in the sec vendor premium), premium less-lethal grenades that shoot off a giant swarm of stingball pellets to help incapacitate swarms of people in tight quarters. You can jump on top of a live one to be a hero and absorb a bunch of shrapnel, same with frag grenades. There's even an achievement for dying to a grenade you jumped on!
add: Projectiles can now embed in people! Or at least grenade shrapnel and the new .38 DumDum ammo, now available in cargo, can. DumDum rounds excel against unarmored targets, but are pricey and do poorly against armored targets.
add: Bullets can now ricochet! Or at least, standard .38 and the new .38/L6 Match Grade ammo can. Match Grade ammo is finely tuned to ricochet easier and seek targets off bounces better, and can be purchased from cargo (for the .38) or nuke ops uplink (for the L6), but standard .38 ammo has a chance to ricochet as well.
tweak: Frag grenades now have smaller explosions but shoot off a bunch of devastating shrapnel, excellent for soft targets!
tweak: Shotguns and other multi-pellet guns now print aggregate messages, so you'll get one "You've been hit by 6 buckshot pellets!" rather than 6 "You've been hit by the buckshot pellet in the X!" messages. Bye bye lag!
balance: Armor can now protect against embedding weapons, taking the best of either the bullet or bomb armor for the limb in question away from the embed chance. Some weapons are better at piercing armor than others!
/🆑
2020-04-03 16:58:38 +13:00
RiskySikh 7cc920d324 grammar fix for the description in instruments, misc, clusterbang, and spawnergrenade dm (#50197)
* grammarfix2

* parrotfix

* EOLfix

* EOLfix2

* linefix
2020-04-01 17:55:10 -03:00
necromanceranne cfcab7ebab quick and dirty fix to one of my mistakes 2020-03-18 07:44:35 +11:00
Qustinnus 4b2a8aebe5 [READY] Meat material & material datum turf support (#49402)
* temp

* meatwalls

* more

* adds sheetifier

* fix

* two

* mat texture + 4dplanner admin (#21)

* mat texture + 4dplanner admin

* keep together trait

* counter instead of trait

* finalizations

* woops

* fixes

* oopsie

* only set starting keep_together if necessary (#24)

* keep together as trait again

* remove false comment

* doc for TRAIT_KEEP_TOGETHER

* remove needless scoping

Co-authored-by: 4dplanner <3combined@gmail.com>
2020-03-04 23:18:08 +08:00
necromanceranne 24f087c9cf Merge branch 'master' into let-sleeping-carp-lie 2020-02-26 02:55:05 +11:00
necromanceranne dc3a5b33cb Some additional adjustments 2020-02-23 22:50:50 +11:00
Ryll-Ryll 7e384752e6 moves topic, cleans code, adds sticky tape to maint loot 2020-02-23 06:50:18 -05:00
Ryll-Ryll 1fae3d4c22 new beginnings 2020-02-18 02:06:35 -05:00
Tlaltecuhtli d29d87630c adds constable outfit in cargocrate (#48748)
🆑
add: contraband crate with british police outfit
/🆑
why is it good for gaming:
now they can buy thematic items and sec can do fun rp

description of what is added:
items added in the security vendor:
an hat with same properties of the helmet
a suit with same properties of normal sec suit for
a whistle with 10s cooldown
a pair of white gloves
a conversion kit which can turn a stun baton in a crappier police baton (no free batons and no "upgraded versions*")
for 1100 credits

prices are so sec can buy the whole reskin kit within 20 minutes of the round

tl note: police baton is more garbage than the roundstart free sec baton its for thematic rp
2020-01-27 23:41:40 +13:00
MrPerson e22560a346 update_icon() improvements (#48669)
* update_icon() improvements

Fixes some update_icon() calls to properly call parent and use update_overlays() and update_icon_state().

The rest of obj/item fuck it

* Suggested fixes, also passes the linter

* I always forget . = ..() is faster than return ..() FOR SOME FUCKING REASON

* Actually this is better

* Signilzes datum/action to update its icon when its connected item does.
2020-01-11 23:46:43 -05:00
ShizCalev f383d0ec9f fixes police baton belt sprite (#48243) 2019-12-15 14:23:48 -05:00
spookydonut 2591ce17a6 Travis EOF newline detection v3 (#47539)
* scream

* aaa

* aaa

* new one
2019-11-04 19:16:50 -08:00
81Denton f5bd6a381d Merge pull request #47052 from kingofkosmos/misc_span_fixes1
Misc span fixes
2019-10-20 18:46:54 +02:00
ArcaneMusic e8160371a7 Adds the Cleric's Den ruin, and Datum Maces. (#46915)
* REWROTE EVERYTHING

* And these too

* Mapmerger as usual

* Qust changed some datum mat stuff, fixed

* Updated the rune sprite to be in-line with blood cult style runes.

* Uses a less degenerate sprite for the rune
2019-10-20 00:24:58 -04:00
kingofkosmos 52325eda25 Merge branch 'master' of https://github.com/tgstation/tgstation into misc_span_fixes1
# Conflicts:
#	code/game/machinery/Sleeper.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/objects/structures/beds_chairs/chair.dm
#	code/game/objects/structures/lavaland/geyser.dm
#	code/modules/antagonists/clockcult/clock_effects/clock_sigils.dm
#	code/modules/antagonists/clockcult/clock_mobs/_eminence.dm
#	code/modules/paperwork/contract.dm
2019-10-17 06:02:06 +03:00
KomradeSpectre 9ff071af60 Clockcult Removal 2019 (#47057)
* Nanotrasen fires the Wave Motion Gun at the Clock Cult

* Fixes a random changelog appearing from the reebe void.

* Fixes a wrong type reference regarding the bronze sheets in the Lavaland Ruin for it.

* Fixes redundant cells after CC removal in ruin by populating them with varied ore chunks, or destruction clutter.

* why is it /obj/item/stack/sheet/metal but not /obj/item/stack/sheet/iron

* Fixes the lavaland ratvar ruin to have fluff variant structures of deleted shit it referenced instead what I thought was reasonable.
2019-10-15 10:13:41 +02:00
kingofkosmos 280d416d4f Adds missing spans, missing periods and missing span endings. Also changes spans to suit the situation better. 2019-10-12 19:34:11 +03:00
nemvar c38a7a3bb5 Removes a bunch of var/ in procs (#46946)
* Removes a bunch of /var in procs

* reset this

* Why wasn't this already?
2019-10-10 04:20:27 -07:00
Fikou e450be44dc surgery tool refactor (#46856)
* awooooooooooooooooo

* a

* aw shet

* woops!!

* a

* wow heck you
2019-10-09 12:25:42 -04:00
Qustinnus a394ccdc2b Material datum chairs & tables and applies materials to all items (Now with less pain for mining & RnD) (#46525)
removes materials list from items, uses custom_materials instead. This might introduce some bugs so we should testmerge this for a while (and Ill test stuff locally as much as I can)

this also adds material crafting to sheets. Test case being chairs. In the future we can add stuff like tables, walls, doors etc.

also applies materials to everything, with fixes, which can close #46299
2019-10-08 11:06:02 -04:00
nemvar a148cae769 Kills obj/item/projectile in favour of obj/projectile (#46692)
* Kills obj/item/projectile in favour of obj/projectile

* Resolves conflicts properly

* fixes that one map

* it lives
2019-10-06 13:37:24 -04:00
nemvar dc783795db Renames is_hot and is_sharp to get_temperature and get_sharpness (#46680) 2019-09-23 14:02:59 -07:00
nemvar 27dbe6cf0c Fixes proximity checks (#46652)
* Fixes proximity

* shock hand no longer calls parent

* actually lets just let it do what it does.
2019-09-22 03:03:45 -07:00
kingofkosmos 8358169b8e New 'hear' span class (#46369)
* 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'.
2019-09-14 23:56:34 -07:00
Rob Bailey 2029163d33 playsound vary boolean define conversion (#46254)
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
2019-08-30 18:45:20 +12:00
Rob Bailey 26b04ede42 Obliterates item_color: new washing machine functionality edition (#45961)
About The Pull Request

Completely removes item_color and the clusterfuck of bad programming it caused.

In places where item_color was used for entirely unique purposes it was split off and renamed to a new var on that typepath only, or refactored so it wasn't needed

In places where item_color was used as a dye color, it was converted to the new dye_color var

In places where item_color was used as the worn overlay it was removed and instead now icon_state is always used as the clothing overlay.

A new mob_overlay_icon var was added for manually setting where the mob overlay icon path is for specific items.

Moved some mob overlay files relating to clothing to their own directory as well for organization purposes.

Totally refactors washing machines, instead of the horrible abortion that was iterating through the typepath it now uses a registry of dye results.

Some bonus functionality to come out of this:
the washing machine now supports arbitrary dye colors.
Why It's Good For The Game

It's been 4 years since the "this should be deprecated soonish" comment was added, and this var is a shitpile of confusion if you just trace the usage of it.
Changelog

cl
add: Washing machines now support arbitrary dye color
add: Washing machines now dye nearly every item.
refactor: lots of backend changes to clothing overlays, report any issues
/cl
2019-08-26 20:38:11 +12:00
oranges 57266c7d35 Merge pull request #45701 from Dennok/ChangeTurf-calls-add-keep-air
Fixes ChangeTurf CHANGETURF_INHERIT_AIR flag and add it to all calls.
2019-08-21 11:23:11 +12:00
Akrilla 809be06373 [TMC] Baton rework (#45377)
* stun

* stamina tweak

* 5 units

* 2 hits even with chem

* Update stunbaton.dm

* This is a good slowdown

* new chem + confusion

* overdose

* h

* update

Co-Authored-By: JJRcop <jrubcop@gmail.com>

* less cheap

* better overdosing

* typo

* *=

* confused

* overdose tweaks

* tweak

* no var

* typo

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* *

* tweaks

* stamina batons

* knockdown

* Update code/game/objects/items/melee/misc.dm

Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>

* number tweaks

* maint

* 2

* cooldown and less stuntime

* tweaks

* conflict

* text
2019-08-14 14:59:46 -04:00
kingofkosmos c3ea51908d Adds "you" to local visible_messages (#45631)
* adds "you" to some combat visible_messages.

* more you-messages and attack verbs to present tense.

* small fixes

* more additions and small fixes

* few message tweaks

* Fixes a typo and few other wordings.
2019-08-06 02:15:34 -07:00
Dennok d464a7c689 add flag CHANGETURF_INHERIT_AIR 2019-08-04 12:54:12 +03:00
nemvar 449e5d38e6 This turns butchering into something that resembles a component. (#45299)
* This turns butchering into something that resembles a component.

* Changes how the recycler works.
It no longer uses butchering in disgusting ways.

* I guess this works? It's not pretty though.

* How the fuck...
2019-07-26 23:57:37 -07:00
Qustinnus b33d1c49a3 [READY] Floydmats (Datum materials) & custom toolboxes (#45118)
* Initial work

* more

* ass

* wsedfwedff

* asss

* test

* stuff

* fuck

* sss

a

* kms

* asdadwedwdfwefwef

* start

* test

* dwwdew

* ewefwfef

* Redemption machine (#8)

* Redemption machine

* Removes debug messages

* changes

* fuckmyshitup

* coin mint works with new material shenanigans (#10)

* Auto stash before merge of "materials" and "origin/materials"

* woops

* furnace (#11)

* autolathe manufacturing of toolboxes

* eggs in a basket

* some small changes

* matcolors

* documentation

* more documentation and effects

* done

* Color man bad (#12)

* fixes designs

* ass

* more fixes

* fuck me

* firestacks adder

* epic fixes

* fixes designs

* DONE DIDDILY DOO

* removes category macro

* ch-ch-ch-changes

* fixes some stuff

* Fixes display of ore values (#9)

* Redemption machine

* Removes debug messages

* Re-adds value display

* Replaces the fire stacking component with an element instead (#13)

* fixes examine

* fixes ligma bugs

* double ligma boofus

* fix

* misses some defines

* fixes ORM

* Update code/datums/components/material_container.dm

Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>

* fixes

* Makes glass objects weaker (#14)

* Makes glass objects weaker

* uses correct proc

* fixes shit

* honk honk

* better

* oh shit oh fuck

* fixes

* fuck ORMs

* fixes the biogen

* documentation

* ass (#15)

* component

* changes

* ass

* ass

* doc

* Auto stash before merge of "materials-plasmacomponent" and "origin/materials-plasmacomponent"

* fixes rounding

* fixed
2019-07-24 11:27:01 -04:00
wesoda25 0632fed795 Nerfs Beekit + Beesword (#44892)
About The Pull Request

Beekit now gets one less beenade and has a lower chance, beesword has worse armor pen, does 2 less damage and injects 4 toxin as opposed to 4 histamine (could be looked at as a buff though). Plus I removed some pointless // remarks that I previously made but I doubt that really matters
Why It's Good For The Game

Pretty overpowered, hopefully this will make things better.
Changelog

cl
balance: Beekit now has a lesser chance of spawning and has one less grenade
balance: beesword now does 2 less damage, has worse armor penetration, and injects toxin as opposed to histamine
/cl
2019-07-19 22:49:11 +12:00
Akrilla 4dda76b8f1 [READY] Contractor Hub (#45117)
* Contract Hub + Pinpointer + more contracts

* Show rep

* Better errors

* Dynamic hub

* Bug fixes

* Show items

* No html in desc

* compile

* contractor support

* limit

* allow limits of 1

web edit

* Equip and send partner + turf helper

* working reinforcements

* Cleanup

* removing debug

* blackout

* test

* Working buttons

* no debug

* prelight

* finalized interface

* better fit

* hub icon

* conflict

* text

* error

* kit tweaks

* items

* fixup

* fixup

* bugfix

* ui fix
2019-07-15 20:36:54 +02:00
nemvar fa9e44d937 Reorders the items and weapons dmi. (#45128)
* Reorders the file

* Take 2

* Whoopsie
2019-07-14 12:03:14 +02:00
Akrilla 1d5d26e845 stun animation (#44991) 2019-07-08 23:39:18 +10:00
Rob Bailey 639ebd2dfe Fix sabre sheath sounds (#44972)
Fixes an ancient bug where the officer sabre was not playing sounds
when being drawn from or put into the sheath.
2019-07-04 20:39:36 -07:00
Akrilla b2b91a2875 Contract tweaks (#44869)
* Payment generation rework and no repeated target

* Blacklist

* Remove pod explosion

* contractor baton

* darker highlight

* Slight increase for the higher paying contracts

* Victims get healing injected to bring them out of soft crit/crit

* pod send fix

* Text changes

* More text tweaks

* New baton - custom sprite/sound

* Better sound - fixes

* Stutter

* text

* classic_baton rework

* attack silicons still, and only show charging for new baton

* Properly attack/stun silicons where appropriate

* . list
2019-07-03 22:32:40 +02:00
kingofkosmos c969f6d3eb Merge branch 'master' into addswarningspans 2019-06-27 15:12:54 +03:00