* Initial commit
* Time is a circus
* Send in the clowns
* i broke something
* Revert "i broke something"
This reverts commit 5a29c40d131b39effe9ebcb6c8c1883693baf07f.
* I think it works?
* cleanup
* define reminders
* Fixes tendrils and such
* sentience_act now moves the mob to AI_OFF state
* Disentangles blob from blob mode
* Observer examine
* Fixes runtimes
* Blob now has infinite points in critical mass and will consume the entire station visually
* Different icon
* Blob event more common
* All overminds get to pick their core location
* Blobs block the shuttle
* Not sure when controller would be different from overmind
* Datum rev & related upgrades to base datum antag
* Actually starts objective tracking
* Grammer & clumsy removal things
* unifies file names
* Fixes heads displaying in every mode
* This is why i ask for reviews
* KILL ME
* proper antag detection
* Fixes admin de-revving
* Sanity
* Fix conflicts
* Fixes instant roundend
* Fixes flashes
* Waits until setup is done to declare roundend.
* creampie fixes
prevent stacking creampie overlays.
makes cleaning it easier.
also fixing the creamy decapitation bug. ( #19701)
* optimize
* splitting PRs
just making sure we have one PR per issue.
* Creampie overlay rebalance.
make sure we don't get travis on this file.
* Prevent creampie stacking
newline
We cannot qdel these things until after our parent handling has
finished, so that we have things like dna available to the ghost
intialization from the body
Fixes#13784 by forcing all orbits to update if the lowest stacked one updates
Fixes#21573 by making singularity try to move if it can't expand
Fixes#23306 by making simple bots that are off not able to move
Fixes#28274, fixes#26515 by actually making snipers zoom out
ITT worst coder tries not to break everything and improve the code.
fixes#29211🆑
refactor: Legacy projectiles have been removed. Instead, all projectiles are now PIXEL PROJECTILES!
rscadd: Reflectors can now be at any angle you want. Alt click them to set angle!
/🆑
Also lets just
fixes#18133
because the shortest path from point A to B is a straight line, when projectile ranges are "number of times moved/processed" ofcourse it's going to be shorter if you fire diagonally. It will be a problem as long as range is done like that or if range are in "pixels/tiles" moved without outright using get_dist.
* Adds logging crew manifest to seperate file
* Coding blind
* i can spel words
* Not everyone in the lobby please.
* Proper header
* Fix
* Better format
* Honkbots 0.9.0
Old code, needs testing.
* Honkbots 0.9.1
Small Fixes - Part 1
* Honkbot 0.9.1b
Fixes
* Honkbots 0.9.2
Added sound cooldown, fixes.
* Honkbots 0.9.5
Clown Box & Honkbot Assembly Code
* 0.9.5.a
oops
* Honkbots 1.0.0
Final touches and fixes.
Clown Box finished.
Assembly functioning.
Honkbots tested and ready to go.
Its time.
* Honkbots 1.0.1
Initialize and . = ..()
* Honkbots 1.0.2
Fixes and Changes
====
Nerfed Brute/Thermal Resist
Buffed Health (to avoid 1-shot)
Added HONK_BOT define
* Honkbots 1.0.3
Removed the cardboard assembly from death gibs.
Admin Bwoink removed from emagged soundtrack.
Honkbot now release an evil laugh when emagged.
Fixed strange behaviors on emagged level 1
Added a check against stamping multiple cardboard sheets.
Stamping a Clown Box now plays the bike horn, once.
Clown Boxes no longer get automatically placed in hands.
Various other fixes.
* Honkbots 1.0.3a
* Honkbots 1.0.3.b
Fixes.
* Honkbots 1.0.4
*Added an emote ping upon assembly creation.
*Enabled either Theatre or Robotics for access. ((fixing needing both))
*Honkbots are now more forgiving after being hit.
**Airhorn stun_attack now deals slight ear damage, for about 5 seconds.
**Cardboard no longer drops upon death. Robot arms have 50% chance.
**Using a new get_sfx() list when emagged.
**Optimization and other minor fixes.
* Honkbots 1.0.4.a
Missed it.
* Honkbots 1.0.4.b
use(1) and (client)
* Honkbots 1.0.4.c
Moved proc
* Honkbots 1.0.5
*Code Optimization
*Renaming w/ Pen (how could I even forget this)
*Assembly Defines
I'm afraid I'm simply out of my depth with the suggested use(1) rework.
* Honkbots 1.0.5.c
Reworked cardboard stamping.
It now works in the hands and on the ground, either solo or in stacks, and prevent itself being used in backpacks.
* Honkbots 1.0.5.d
Final
* Honkbots 1.0.5.e
comment
* 1.0.5.f
Optimization
* Honkbots 1.0.5.g
Missed requested stuff
* Honkbots 1.0.6
Requested changes.
* Honkbots 1.0.6a
Oops.
* Honkbots 1.0.6.c
Bugfix - Prevent building in backpacks.
Make sure they spawn on turf.
* Honkbots 1.0.7
one less spawn(0)
flag optimization
else return ..()
* Honkbots 1.0.7.a
Get rids of a lot of client checks at the cost of automatic AI retoration.
* Honkbots 1.0.7.b
Added judgment_criteria()
changed assess_threat to use judgment
* Honkbots 1.0.7.c
final = NONE
* Fixes shambrero penguin's name
* Revert "Fixes shambrero penguin's name"
This reverts commit 59376543da685167c14eb683342bda2edb8b8eeb.
* Refactors species-based offsets, condenses all offsets into a single list, adds support for all other drawn human icons
* de commit go SKKKRRAAH
* I ZOI EN TAFO
* STOP magic
* take my twix by force
* uniform_overlay = ''' >>> uniform_overlay
* var/x >>> var/list/x
* if(overlay) sanity checks in place
* if(DEFINE) >>>>>>>> if(overlay)
* spawn/sleep removal part 1
* sleep/spawn/src. removal
* fixes type paths in timers
* Fixes some variable passing
* Why do I have to do this 20 times to get it right..?
* Why do I have to do this 21 times to get it right..?
* Update suicide.dm
* Update software.dm
* Update paper.dm
* Update cable.dm
* Update ninjaDrainAct.dm
* Update hypospray.dm
* Update vocal_cords.dm
* Update touch_attacks.dm
* Update revenant_abilities.dm
* woops
* Update revenant_abilities.dm
* this will end horribly
* s
* kek
* wew
* i dont know what an atomized pr is
* lets hope this doesnt blow up
* ok
* Update living.dm
* Update flightsuit.dm
* Update living.dm
* Update living.dm