* Refactors screen object update_icon to call parent
And makes update_icon an /atom proc
* Cleans up some missed null checks
The student teaches the master
* The Final Countdown
This time it's a bittersweet drink that'll knock you right out and a delayed shot to make you go sleepy time
* This is starting to look like druggy alcohol
Added slurring. Bumped up cycles till fake death by 3.
Obvious hard-stun tell at 5. Goes away extremely fast if you don't have enough ZP to KO with. As it's just stamina damage.
* Update code/modules/reagents/chemistry/reagents/toxin_reagents.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* Update code/modules/reagents/chemistry/reagents/toxin_reagents.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* I JUST
* WANT TO
* FOR
* GRILL
* SAK
* Revert "GRILL"
This reverts commit 4dbfe009e085cf19dd5554946c437e1138be131a.
* Revert "I JUST"
This reverts commit a670247a0ddbd96cdbc84ebba224e86490a6872d.
* cronched
* Merge branch 'master' into i-just-want
* fixed'ed
* bra
* ME GRAMMAR GOOD?
* asbestos in your lung
* Merge branch 'master' into CARPET
* Merge branch 'master' into CARPET
* bruh
* Revert "bruh"
This reverts commit 186de868197ee5904ae2e72060736dc3a505f66d.
* Revert "Revert "bruh""
This reverts commit a855f2b838f02b852fb16f4a15123ca5a26b858f.
* orange man, reasonable
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: Fel <fludd121@gmail.com>
* Update code/modules/reagents/chemistry/reagents/other_reagents.dm
Co-Authored-By: moo <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
* cobby is a good amnitni
* e
* Removes the absolute istype fest from footsteps
* Slightly switches some stuff around. No need for a special xeno proc
* Adds error catcher. Also adds footstep to dark wizzies
* Adds footsteps to sloths
* Brutally murders the initialize footstep proc.
* Footsteps to paperwizard
* Better yet?
* fixes fucky wucky
* Fixes the return value. Makes it easier to follow what's going on.
* flips around conditions
* Now supports strings.
* Moves autodoc
cl
add: Plumbing equipment is now available through the medical protolathe. It's under medical machinery boards
add: Add's a new chemistry area on metastation for chemical factories. It's located left of main surgery.
tweak: Chemistry has been turned into the Apothecary. It's basically normal chemistry, but Medical Doctors have acces aswell.
tweak: The smoke machine is now plumbing compatible. Put this knowledge to good use.
sprite: Thanks to @CRITAWAKETS for the plumbing RCD sprite!
/cl
Finally adds plumbing to the game!
Chemistry has been turned into the apothecary. For all intents and purposes it's old chem, but doctors have acces.
West of main surgery is now the new chemistry factory area.
I've also had to move stuff around alot, because you can't just add a big new room without having stuff in the way.
Currently only on metastation. I'm completely drained from adding it to meta alone and doing all maps right now will burn me out.
* Adds Shrine Maiden's Outfit
* Adds the Shrine Maiden's Wig
* Adds the gohei as a null rod transformation
* Gives the gohei purification properties
* Shrine maiden's items now lack religious significance
There's a profound comment to be made here, but I'm not smart enough to make it.
* Icons added back after rebase
* Addresses requested changes
* Adds the gohei's hitsound
* Update suit.dmi
* Initial tgui-next commit
* Improve dev server, slight changes to layout.
* Add more components, fix dragging, finalize scrubber list
* Complete an air alarm interface.
* Multiple improvements based on feedback
- LabeledList now has a "buttons" prop, where you can put buttons.
- Improved Box and Flex components
- Whole UI is now dimmable if non-interactive
- Basic documentation of components (Box and Flex so far).
- Icon and Box now accept a "color" prop.
- Routing improved in "Layout" component, you can now specify whether an interface is scrollable.
* Less harsh dimming
* Redux, Toasts
- Fixed inconsistent backend updates with Redux.
- Added Toasts which are currently unused, but are functional.
* acclimator + ai airlock ui
* Add a progress bar component, implement resizing
* Fix a zero in title bar
* Add a linter to keep shit tidy, fix danger level mapping, add some more docs
* better ai door interact ui
* final ai airlock interface
* Fix issues with code, enforce hard 120 line length cap, automerge binaries
* Implement hot module reloading
* Fix progress bar, add color support
* Fix ProgressBar baseline alignment issues
* Remove unwanted padding on the bottom of the LabeledList.
* Component improvements
- Fix baseline issues with Button and ProgressBar components
- Box how inherits props from Box
- Atomic colors and Button colors are now auto-generated, all range of colors supported
* Chem Dispenser UI, animated numbers, more style fixes
* Add an IE8 polyfill
* Intermediate state of fixing IE8
* Lots of shimming and general misery
* Fully working old TGUI chainloader for IE8, more pipeline improvements
* Support title-less Sections
* Delete Yarn, use Lerna for workspace management
* Improve maths and animated numbers
* Fix loss of focus for scrollable content, activate buttons with keyboard
* Attempt to bust the cache, grab focus on keyboard presses too
* Fix hot module replacement by manually pulling replaced modules.
* backend logging
un-nuke line endings
changes without insane line endings
* helper procs + href support
* slight optimization
* compiles
* Redux, Hotkeys, Kitchen Sink (for UI testing), Tabs component
* Push logs to backend, small kitchen sink changes, tab fixes
* Update component reference in README
* Small fixes
* Next bunch of IE8 fixes, PureComponent optimization for Inferno
* Delete old tgui html
* Log the event of loading the old tgui
* Enable tgui logging on server by default
* Final solution
* Extract routes into a separate file, fix ChemDispenser bug
- Chem dispenser was needlessly disabling transfer amount buttons
* Disable baseline alignment for vertical tabs
* Fix tabs and box units
- Tab content was not taking full page width
- Box can now accepts strings as units, which will be treated as raw style values.
* Fix tgui on Terry
* Fix sending all logs with an "error" flag
* Some macro UI component changes and improvements
- Refer to README.md diff to see what's new
* Tooltip component
* Add support for themes, nanotrasen logo is back
* Clockwork theme hotfix
* Slight adjustment to logo positioning
* Actually proper solution for logo positioning
* Fix color maps
* tgui-next thermomachine interface
* tgui-next canister interface
* Add icon_class_name proc to asset cache
* Lots of stuff backported from actioninja's repo
* Cleanup oopsies
* Cargo UI adjustments
* Nuke lodash
* Minor fixes and cleanup
- Remove local Inferno package in favor of upstream Inferno
- Fix "initial" prop on AnimatedNumber
- Force fancy=0 for IE8
- Click-through dimmer
* Add a bat file for dummies
* podlauncher interface fix
* Update README, assert code dominance
* Clarify usage of event handlers in Inferno
* Document LabeledList.Divider
* Fukken grammar
* fixes cellular emporium readapt button not working
* fixes incorrect action on button in atmos control interface
* remove unneeded data from airlock electronics ui
* Set +x mode on bin/tgui
* Fix filename cases
- They were untracked by git on windows
* Ignore package lock, make batch more robust
- package-lock.json is very random and unreliable as fuck. Yarn was better.
* Build tgui-next in travis
* bruh
- fixes tgui error reporting
* logging cleanup + always log
* removes skewium and rotatium
* Revert "removes skewium and rotatium"
This reverts commit 878fc4903b3b44dd96e021993368e9ce89918e4c.
* removes only skewium
* 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.
* fixes toggling flashlight removing bayonet overlay
* Update gun.dm
Removed useless if statement, was not needed and referenced something that wasn't intended.
His name was Jeremy Tidwell
* Changes the Ian puppy into an actual Ian puppy.
* Adds the unique_pet var to puppy Ian.
* All dogs can now eat snacks and dance.
* Moves the proc to its proper position in the file.
About The Pull Request
Well known statics rejoice! You can now choose to have random name/body/age/gender whenever you roll roundstart antagonist.
Since player mobs are generated before antag datums are handed out, I added a list that collects minds chosen as antags during pre_setup() to keep track of this.
"Other" was also missing from the random gender, added it.
Wizard, clown op, nukeop, latejoin and midround antags are excempt.
Why It's Good For The Game
Some static namers get metagamed to the extreme when antagonists, this should help alleviate that while allowing them to keep static naming for the RP. Keep in mind all conversion, midround and latejoin antag rolls are excempt, this is not a guarantee someone is a non-antag.
Changelog
cl Skoglol
add: Random name/body/age/gender when roundstart antagonist preference added.
add: Random gender will now have a chance of picking "Other".
/cl
About The Pull Request
Less uranium in the material box due to radiation. Suit helmet has had geiger sound reduced to 0, and a manual geiger counter added to the box. Also added a death wand for easier and cleaner killing.
About The Pull Request
This PR allows people with the split personality trauma to communicate with the stranger and vice versa through an action button. I also considered adding an option for the active player to release control but I felt that would be breaking the spirit of brain traumas a bit much.
Why It's Good For The Game
Split personality has always been a situation where the second player's only real option is "How many times can I shout "I'm Gay"/WGW over radio and try and avoid surgery until I inevitably get removed?" Don't get me wrong, you can still do that, but I aim in this PR to give players another option to get some of that sweet RP in. The main argument I can see coming up against this change is that traumas are supposed to be negatives, but how I see it, this doesn't make Split Personality a positive trauma so much as it allows roleplay similar to how you can roleplay as a paraplegic war veteran or as an ex-security officer who developed a phobia following an 'incident'. I'm happy to add a cooldown to the action if it proves to be an issue.
Changelog
cl
add: Split personalities can now communicate with an action button
/cl
About The Pull Request
With the end of summer rapidly passing us by, and the recent advent of the GRILL approaching, I felt like this was long overdue.
This introduces BBQ sauce, a new condiment created with 1 part ash, 1 part tomato juice, 1 part black pepper, and 3 parts saline glucose. You can add BBQ sauce like any other condiment, or you can use it to make the new BBQ ribs, made with BBQ sauce, 2 rods ("bones"), and 2 steaks.
BBQ and Ribs
(Left to right, Beaker with BBQ Sauce, BBQ Ribs, BBQ Sauce Packet, and the BBQ Sauce Condiment bottle.)
Why It's Good For The Game
Thought it'd be thematic and fun to go along with #46844 while opening up the possibility for other BBQ style recipes.
Changelog
cl
add: Added a new condiment, BBQ sauce.
add: Added a new recipe to make BBQ Ribs.
/cl
About The Pull Request
Title
Why It's Good For The Game
Since the introduction of the n2o decomposition reaction it has been essentially impossible to get nitryl gas, because all the n2o you add as a catalyst burns away stopping the reaction. In this one line PR I swap out n2o for pluoxium, which makes nitryl slightly harder to get, but makes it actually possible to get more than single digit mole counts in the first place. If swapping n2o for pluoxium adds too much difficulty, the required temp could be dropped a bit to compensate.
Changelog
cl
tweak: The nitryl gas reaction now uses pluoxium as a catalyst
/cl
About The Pull Request
Removes medical analyzers from medkits.
Removes the ability to print medical scanners from the autolathe.
Why It's Good For The Game
Medical analyzers are currently probably one of the common items in the game. Not only do mappers place them all over their maps but they are also in every medkits, which, funnily enough, are also fucking everywhere.
This leads me what I call the Cobb's Assortment of medical scanner quality:
Tier 1: Ghetto tier. Click your healthdoll, see if you burned for fingers on the kitchen plate.
Tier 2: Normal Analyzers. Somewhat restricted but still fairly common. Almost every department has one but you won't find on randomly in the hallways.
Tier 3: Advanced Analyzers: The shit medbay can print after research, nuff said.
Changelog
cl
balance: Removed health analyzers from medkits. Removed the ability to print health analyzers from autolathes.
/cl
About The Pull Request & Why It's Good (Italics)
closes#46808
Seiver (NEW, replaces Fiziver)
Fiziver has been removed in favor of a new chem, Seiver.
Seiver is a chem that focuses on radiation purging or antitoxin depending on the temperature (the holder temp, not the air temperature). Colder temps will purge rads while hotter temps will clear up your sinuses toxin! Does heart damage relative to healing done.
Fiziver didn't see much use and I grew to dislike the overall damage mods. I think this is more interesting anyways since you have to play with chemtemp, something that adds a bit more depth to the chem. You may even need to add buffer chems that are cold to retain the high healing thresholds.
Multiver
Multiver is now geared heavily towards toxpurging. It now purges non-toxins less and stops purging medicines completely while you have at least 5 unique meds (including multiver) in you.
Multiver no longer self purges
Multiver's C2 mechanic is scaled down for each unique medicine (more unique meds makes it less bad for lungs!).
Multiver's toxhealing is lowered to 0.1 per unique medicine.
I wanted multiver to compete with syrinver since it wasn't used often but also not justify an arms race, so I decided to give them unique roles. Multiver is now more oriented for chem-purging while syrin is geared towards pure tox-healing so they should both find themselves in the smart doctor's arsenal.
Syriniver
Lowered the chem-purging for syriniver, with musiver having an even lower purging mechanic. They are also less selective, purging everything (syrin will not purge itself but musiv will).
see multiver
Changelog
cl Toxicby
add: Seiver, a chem favoring radpurging (cold temps) or antitoxin (hot temps) based on temperature (NOTE: NOT ATMOS TEMP)
del: Fiziver is now removed in favore of Seiver. Seiver uses old Fiziver recipe.
balance: Multiver is now geared towards chem-purging, and the unique-med mechanic is more rewarding than just amplifying the effects. Lowered toxin damage.
balance: Syriniver is now geared towards tox-healing. Lowered chem-purging and make it nondiscriminatory barring itself. Musiver has even lower chem-purging and is completely nondiscriminatory.
balance: 2 multiver bottles in the Medivend were replaced with syriniver since they now have more distinct functionalities.
/cl
About The Pull Request
fixes#46572 (I think)
Why It's Good For The Game
Changelog
cl
fix: shades now heal properly upon re-entering a soulstone (previously they would temporarily heal, then take back all the damage next time they were hit)
fix: shades summoned from a soulstone are no longer invincible
/cl
About The Pull Request
fixes#47020#47022
I didn't have a max set for the adjust_blindness proc which allowed it to go below zero which meant if you took eye healing chems it would actually make you blind forever, the issue with the wizard spell blinding you permanently was due to a check to see if duration was less than charge_max for genetic spells which was used for making mutate permanent, but also made the blindness spell permament
Why It's Good For The Game
Being blind forever can suck
Changelog
cl
fix: blindness spell now only blinds you temporarily
fix: drinking carrot juice no longer permanently blinds you
/cl
Just fixes a few pacifism issues.
Currently you can hurt people by punching them with a mech.
You can also hurt people by throwing them into a wall or into another mob.
Both have been addressed; mechs lacked a check, and throwing mobs lacked a return.
cl Fox McCloud
fix: Fixes being able to mech-punch other mobs, as a pacifist
fix: Fixes being able to hurt people, as a pacifist, by throwing them into a wall or other mob
/cl