* Standardizes access checks
* Makes SS Networks init before SS Atoms to prevent NTNet interfaces from initializing before them
* Adds passkey support to NTNet packets
* Adds NTNet support to airlocks, makes door remote use NTNet
* Access levels given by jobs are now shuffled
* Access code improvements
* Adds IC card readers
* Fixes a delay issue with opening/closing airlocks with NTNet or signalers
* code review memes
* Renames plaintext_passkey to encrypted_passkey
* death by thousand nitpicks
* This, is my normal form.
* THIS, IS A SUPER SAIYAN ASCENDED.
I CALL IT A SUPER SAIYAN 2
* Update lighting.dm
* Spelling correction (#3)
* Update layers.dm
* Update chunk.dm
* TO GO BYOND....
* Update lighting.dm
* Meme removal
* unneeded check with non-shuttles not being in the typecache
* Disallows space Z transit into shuttles/inside walls and rock
* Revert 'remove navigation consoles on wardec'
* Adds togglable small sprite
* Fixes duplicate definitions
* Splits action datums (temporary fix)
* Adds smallsprite.Grant(src) to ash drake's Initialize()
* Makes small sprite toggle its own thing
* Subtypes
* Moves the small sprite over to mob.dmi
* Cleanup
* Lesser ash drake clickbox is now only as big as the sprite
* Introduces the ash whelp sprite
* Splits name and desc
* Welp
* caps fixed, small other fixes and mushpunch
* honey, i fixed the bugs!
* STUPID YORII DUMB GIRL STINK LEAVE
* boolean is such a fun word
* zoinks
* F_XED
* fixes part 2
* TRUEs and FALSEs
* don't drink and code boys unless you're goofball or like maybe kor
* for entirely different reasons i mean
* at what point is goofball too drunk to troll but not drunk enough to shitcode
* cool your jets, travis.
* what a TRAVIS-TY
* mush added to yet another blacklist!
Doing my little update piece by piece because I'm lazy and because storage PR is going to conflict everything ever.
Techfabs do not link to RND consoles, and have their own interface for producing things.
RND production machinery code refactored.
Techwebs have categories views instead of just a goddamn design list.
Old machinery will be kept in, as some places will keep them. Read: Engineering, robotics, etc.
experimental: Protolathes and circuit imprinters combined/changed to techfabs. All departments can now print related circuit boards. Engineering and science will keep their lathe/imprinter design by default at roundstart because they have specialized labs for those.
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)
add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states
What this PR is
This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:
Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
Hunger rate - You gain hunger slower if you are very happy.
Allows map configs to set how many ruin levels (def. 7) and how many empty levels (def. 1) that will be created. Most useful for landlocked stations, event/one-off stations with unusual composition, or testing situations such as RuntimeStation.
* Adds Medical Sprays
Medsprays are a new application method for chemicals, functioning like a multi-use patch with an internal chemical reservoir.
This allows touch chemicals to be applied more precisely and with a delay, rather than instantly and imprecisely with a spray bottle.
Pre-loaded medsprays with styptic powder or silver sulfadiazine can be obtaiend from the NanoMeds, and empty ones will spawn in the secure chemical locker.
They will also come from the medical pack from cargo.
* Update packs.dm
* Volume adjustment, attack_self addition
* Adds Medical Sprays
Medsprays are a new application method for chemicals, functioning like a multi-use patch with an internal chemical reservoir.
This allows touch chemicals to be applied more precisely and with a delay, rather than instantly and imprecisely with a spray bottle.
Pre-loaded medsprays with styptic powder or silver sulfadiazine can be obtaiend from the NanoMeds, and empty ones will spawn in the secure chemical locker.
They will also come from the medical pack from cargo.
* Volume adjustment, attack_self addition
* Adds Medical Sprays
Medsprays are a new application method for chemicals, functioning like a multi-use patch with an internal chemical reservoir.
This allows touch chemicals to be applied more precisely and with a delay, rather than instantly and imprecisely with a spray bottle.
Pre-loaded medsprays with styptic powder or silver sulfadiazine can be obtaiend from the NanoMeds, and empty ones will spawn in the secure chemical locker.
They will also come from the medical pack from cargo.
* Volume adjustment, attack_self addition
* Forgot this
* removes unnecessary/annoying check
* replaces deprecated sterilizer spray bottles on Pubby
* Applies MrDoomBringer's sprites
* new sprites, by @MrDoomBringer
* two-line shuffle
* fixes double entry
* Adds logging
* code standards
* - Introduces a non-linear component to liver damage from alcohol so weak alcohol doesn't kill you instantly. (#36089)
* must be funny
* in a rich man's world
* always sunny
* im retarded
* cobby wont like this one
* thanks jordie
* i told myself id never let shizcalev post the evil "conflict" comment. i thought i would be able to catch these sorta things
* cripes
This is basically extracting the functionality of the animation spell into an admin verb.
Please excuse the browser.dm code, this is more of a stepping stone towards the more complicated popup needed for custom ERTs.
cl Naksu
admin: Admins can now easily spawn mobs that look like objects. Googly eyes optional!
/cl
* Tesla Coil path fix
Better to just force a path change to something valid than to 50/50 if it doesn't have a path, because it has a path already. Byond, you so silly.
* reeee construction memes
* Virus antagonist initial commit
* Updated disease code
* Sentient virus improvements
* Renamed /mob/living/var/viruses to diseases, and /mob/living/var/resistances to disease_resistances
* Added sentient virus event
* Renamed VIRUS defines to DISEASE defines
* Fixed bugs in rewritten disease code
* Fixed advanced disease Copy()
* Finalized disease antagonist
* Made cooldown buttons stop processing if they are removed from an owner.
Made sentient disease active sneeze and cough not available if the host is unconscious.
Made sentient disease menu refresh when adaptations are ready or hosts are added or removed.
Made sentient disease following use movement signals instead of fastprocess.
* Added better icons to sentient disease abilities
* - Allows the aux base rcd to commit the same atrocities as the regular rcd
- Rids us of another value that does nothing
* first and only webeditor commit
* I have no idea if this will work, but hopefully makes stands immune to timestops if their master is.
* That looks better
* Maybe that will work, maybe it will not.
* Checks if the summoner actually exists.
As per review advice from @DaedalusGame.