* Improves cinematic code
Makes the /obj/screen/cinematic that the cinematics use GC's properly.
Adds a global signal for when a cinematic tries to play. Kills the global list of cinematics.
Makes cinematics no longer loop through the global mob list to make sure that each mob is in fact actually in the global mob list.
* Suggested fixes
About The Pull Request
Now that achievements are open for adding again, adds 7 new misc achievements-
Disk, Please!: As a nuclear operative, hold up the captain with a loaded rocket launcher. The captain must be conscious for it to count!
My Watchlist Status is Not Important: Get reported to security and medical staff by displaying antisocial tendencies in a video game.
I Was a Teenage Anarchist: Get killed by a vending machine falling on you.
Mister Sandman: Kill someone by botching surgery while they're asleep
A Bowl-d New World: Die to a toilet
How Do I Switch Hands???: Hit yourself idiot
One Lean, Mean, Cleaning Machine: Gaze upon a fully promoted cleanbot
Why It's Good For The Game
Adds more fun things to do for the gamer cred that aren't just killing things on lavaland
Changelog
cl Ryll/Shaps
add: A bunch of new achievements have been added! To name a few, there are achievements for holding up the captain with a rocket launcher as a nuclear operative, dying to inanimate objects, dying in a toilet, and getting watchlisted! Go do some dumb stuff!
/cl
About The Pull Request
Drones self destruct when leaving the derelict (changing zlevels)
Why It's Good For The Game
This was requested by an admin. You can slap everything in someone's face to NOT LEAVE THE DERELICT, and they still will. So here.
Changelog
cl
admin: drones are no longer allowed to leave their station, they will die upon doing so
/cl
About The Pull Request
I noticed that hailer mask code had some weird smells so I refactored some stuff. Please tell me if stuff is still smelly or I did a bad job.
primarily:
DESTROYED big switch, replaced with datums as recommended by ninja + floyd
DESTROYED references to world time and instead used timers and callbacks
DESTROYED non-defined use of constants everywhere and made code more legible
DESTROYED some uses of 0 for FALSE and 1 for TRUE
Why It's Good For The Game
fewer smells
Changelog
cl bobbahbrown
refactor: Removed some stinky smells from hailer mask code.
/cl
* Smooth movement
Squashed commit:
[870d550fff] updates a variable name to not shadow a parent variable
[65131a9a4b] redundant
[7c85f7b87e] override based pulling and pushing
[60a9760c4b] unnecessary when it's done via an override
[0a67dfb3cb] removes a redundant manual override
[7f25104fed] pushing
[2bfd9973eb] eh
[fca7155245] cast properly
[ad4b9ad8ab] compile fix
[c28fde4bfb] some wonkiness with pulling fixed
[0e028d30b3] buckling fix + finer rounding
[8f93df2bbe] dragging + buckling fixes
[1541e1ce78] small optimization
[bda72345dd] smoother movement
fix to dragging being fucky
vehicle fix
orbiter fix
eof newline
cleanup
comment cleanup
stupid hack
bunch of tweaks/hacks + 60 fps default oh god
potential fix for orbiter issues (in a shitty way)
early override for some cases
unset orbit
multiply instead of add offset
no
no more timescale scaling and higher multiplier
meant to include this in last commit
comment
* clamp to 6, 1.25 multiplier
* (poorly) fixed buckles not always propagating
* get rid of some debug prints whoops
* fixes an infinite loop
* syntax + update savefile instead of interpreting 0 different
* uuuh
* *blink *inhale *exhale *blink *inhale *blink *exhale
* rapidly blinks
* mass immersion
* how was that even working
* manual blinking today, manual breathing tomorrow
* b
* cleansed
* more neatening
* minus check
* Update code/modules/admin/verbs/randomverbs.dm
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* un-nom's my code
Co-Authored-By: Emmett Gaines <ninjanomnom@gmail.com>
* un-nom's my code
* less
* Nanite TGUI-Next + Dropdown
nanite remote
program hub and better remote
fuck it let's make a dropdown component, time to die
DROPDOWN WORKING HOLY SHIT
more dropdown work
cleanup + fixes
new timer system
nanite work
jj
functional dropdown + final structure for backend, more refactor needed
dropdown being insane
oh my god dropdown actually works correctly for once
massive backend refactor
small fix + docs
dropdown optimizations + width
wip nanite cloud control
forgot it
cloud controller
bunch of work
final chamber console
nanite remotes
rebuild
small tweaks
rebuild after rebase
* fixes
* big refactor to useFrontend, use standard style
* whoops
* small changes
* rebuild
* small fixes and tweaks + documentation on dropdown and collapsible
* small tweak to programmer ui
* Cosmetic
* Delete stale.yml
* Create stale.yml
* does most of the things
* build_path thingy
* box, take two
* Summary (required)
* meta take two
* pubby, delta, donut take 2
* I hate map merger
* Don't need to walk around in circles
* a thousand times I've done this
* sound effect
* incomming > incoming
* removed unneeded "var/"
* hardstuns? nostuns*
* WELCOME TO THE HAPPY HOTEL
* YOU'RE GOING TO LOVE IT HERE
* whoops i accidentally a status effect and a new item
* skog alert
* Update code/game/objects/items/defib.dm
Co-Authored-By: skoglol <33292112+kriskog@users.noreply.github.com>
* Update code/game/objects/items/defib.dm
Co-Authored-By: skoglol <33292112+kriskog@users.noreply.github.com>
About The Pull Request
Attacking someone with a gun at point blank with grab intent will now hold them at gunpoint. This means you will automatically shoot the target if they move or attack, though they're still free to rummage around in their (or your, if you continue standing next to them) inventory, speak (including using radios), and throw things. The shooter may roam around a 3 tile box radius without breaking the hold-up, allowing them to reposition themselves, though breaking visibility will break the hold-up. In addition, if you're several tiles away and they make a break for it, they may be able to dodge the projectile. Tactical choices!
For the first 3 seconds after the hold-up, any triggered reaction shot will deal normal damage.
Between 3-10 seconds after, any triggered reaction shot will deal double damage.
After 10 seconds, the reaction shot will deal 2.5x damage.
The ramp-up is to give weapons with weaker per-shot damage like disablers, laser guns, and the .38 the ability to be useful for arrests and stick ups, without affecting combat balance too much. If you got someone you're trying to kill to hold still for 2 seconds at point blank range, you may as well just keep shooting them rather than fiddle with holding them up. If you're gonna resist, it's best to do it quickly!
Lastly, if the shooter is attacked and takes damage from anything, they have a chance to flinch and fire in reaction. This is a 50% chance, unless they're hit in the arm holding the gun, in which case it's an 80% chance.
Why It's Good For The Game
Adds in mechanical backing for taking people hostage or being able to arrest people with the threat of violence rather than actually carrying out that violence. Trying to take hostages or hold people up right now will just get you immediately shove spammed mid-"DROP $500 OR FAILRP" unless the other person feels like playing along. This makes cooperating or risking getting shot an actual choice, increasing mechanical depth while also adding more roleplay potential.
Also yes, the target cuffing themselves will not trigger the reaction shot, so holding someone up, backing up, and throwing cuffs at them is a valid move.
A kilt designed out of monster bits, pretty hardcore right?
It has the same protection as the other tribal accessories. crafted using 2 watcher sinew and one bones. Will show over any clothing or suit.
Drops byond hub support and adds score and top 50 browsers.
Requires DB changes and manual creation of migration script if we want to keep old achievements so no random merges please.
* Adds a new element, Self-Knockback.
* Squashes a potential edgecase runtime in projectile_selfknockback before it can even happen.
* Allows item_selfknockback to interact with dense turfs now.
* Made self-knockback utilize the Element Bespoke flag to allow custom force and speed values on attachment.
* fixes newline issue, adds a usage comment.
* fixes the newline issue in self-knockback for real this time, thanks TortoiseGit.
* i swear on god almighty if this doesn't fix the newline issue, i'll eat a shoe.
* Testing newline lint
* b
* helps to commit huh
* math is hard
* parenthesis are even harder
* Update code/datums/skills/_skill.dm
Co-Authored-By: Bobbahbrown <bobbahbrown@gmail.com>
* removes efficiency... or efficacy 😏
* baby sha... i mean files
* BSA beam delams the SM via a new signal
Adds a BSA beam blocker element that blocks bluespace artillery beams. SM and singulo have it.
* Shut up Travis
* Destroy the singularity when it's BSA'd
* No shooting nar-nar with BSA
* Removed an incorrect and unhelpful comment
* I HATE SCREAMING
eugh AHGGGHH CGRAHHHG REEOEEERRRREEE
* I'm dumb and I hope this makes me undumb
* I extra dumb
* This is why I should stop webediting and fix my git
* change the delay time
* shortens delay
About The Pull Request
Ports tgstation/TerraGov-Marine-Corps#2977, overrides click proc to return focus back to chat bar using winsets also ports tgstation/TerraGov-Marine-Corps#1904 which has two sets of defaults for hotkey and classic mode
fixes#47672fixes#47659
much credit to @Rohesie and the TGMC team for a bunch of these improvements
Why It's Good For The Game
lets the non-hotkey players walk and talk again
Changelog
cl
add: Custom keybinds will now check what style (classic / hotkey) you prefer when resetting if you use classic mode make sure to reset your keybinds to default!
add: multiple keybind support
tweak: non-hotkey mode keeps focus on chat
fix: pressing 4 as cyborg now properly cycles
fix: AI location hotkeys now work again
/cl