* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
* Consolidates datum var location
* Move ui_screen to /datum/tgui
* Move focusers to datum.dm. Move fingerprintslast to /atom
* Remove focusers list, makes mobs check if their focus is QDELETED in Life()
* Consolidate use_tag and var_edited into datum_flags
* Revert garbage comment
* Thought I already removed this
* Remove the var_edited preservation
* Removes focus QDELETED handling
* Add a proc for getting the station center
* Add a couple of comments to ZTRAIT defines
* Remove unused global_map list
* Refactor weather to use the trait system
* Un-hardcode the transit z-level
* Use Z traits to determine Portal Storm event areas
* Fix loading away missions containing anything that reads traits
* Blessed turfs are visible to people who care about blessed turfs
* A better way
* Adds holy vision
* Compacts special types
* space space space
* Glowing
* Final Solution
* wraith
* bawhoppen has autism and we must hugbox
* Implements feedback
* Reduce the volume of the death sound on clock work mobs
I edited the .oog since I did not see a way in the code to lower the volume. This will affect all code/game/gamemodes/clock_cult/clock_mobs which at this moment is only maraders and the eminence.
* Non-clockwork mobs are no longer affected
adjusted volume in the code so that the clockwork golems, ratvar, and ratvar plushies are unaffected by the audio file changes
* Antag Panel & Friends Refactor
* Prettfying
* Removes abduction also blob from default configs.
* Ninja fixes
* Ninjafix
* First draft of the new check_antags
* I love coding without compiler
* Yes
* Fixes
* Check_antags part 2
* Fixes and cleanup
* Okay should be good now.
* Adds simple no move & no tc syndie for events
* Integrates toggle objective pr
* Why i even bother.
* Offer mob shows all antags
* Some minor visual stuff
* Proper name for the helper
* Update drones_as_items.dm
* Update drones_as_items.dm
* Update drones_as_items.dm
* Update drones_as_items.dm
* I've got PRs to close, no time to wait on you
I've always found grating that xenobiology had access to species they had no business working with, and slime magic can only explain so much. My idea is to separate those species into their respective departments/antags, instead of having them all into a centralized, cheap source.
Androids should be made by robotics through augmentation
Podpeople are a botany feature
Skeletons should be limited to liches or other magic antags
Zombies should stay limited to romerol
Golems are still available in adamantine slimes (and luminescents can morph into golems with them)
Shadowpeople still lack an official place, but luminescents can become shadowpeople with black cores
The basic races are mostly human and lizard, and there are mutation toxins for those in case someone wants their species back after bodyswapping/ling mutation sting/etc.
🆑 coiax
add: A xenomorph maid (or barmaid) cleans the floor as they walk on it.
Lie down, and they'll clean your face.
/🆑
- Clearly a massive xenobiology buff by letting them create simple mob
janitors.
- Actually implemented so the Barmaid can clean up the Emergency Escape
Bar, but sure, let's buff the regular maid as well.
* Can disable auto-merge
New argument which lets you stop stacks from automatically merging when picking them up
* Fix 0 stacks
* Updated simple_animal/put_in_hands()