About The Pull Request
Mura, noticing a disturbing lack of banjos in space, decided to start making some!
Why It's Good For The Game
-Adds a very nice banjo to the musician's arsenal, which hopefully may offset the ear-destruction that is the violin and accordion.
-Play rag on something that sounds nice.
-Space redneck shenanigans.
-Murder people with a banjo.
Changelog
cl
add: Mura space banjos are now in stock at your local NT instrument supplier! Start picking today!
/cl
* Migrates grab move delay to a movemod
Doesn't work until all grab state changes are hooked in
* Replaces grab_state sets with proc
`\bgrab_state\s*?=\s*?(\w+)` => `setGrabState($1)`
Check over the results, this will catch a couple false positives
* Catches a missed increment and fixes a bug
* changes
* changes to detach and destroy
Remove code from detach(),
Add code to Destroy()
* added a trailing new line
I guess this is needed now or something
You can now find out if someone is a metahgang race and imprison them
for their horrible crimes against Nanotrasen and all of spess.
(someone wanted them to be detectable and since it was an easy add I
went ahead and done did the deed)
* Beta/Charlie/Delta station QoL improvements
Atmospherics is now actually a considerable part of Beta station with basic scrubber setup.
Missing atmos pipes added, air alarms are all now unlocked rather than just some, a slight increase in available metal and glass, removed access requirements on engineering external access airlocks, one extra fuel canister, and added light switches and trash cans due to the lack of disposals.
Delta: Added an autolathe to RnD, removed most instances of multiple resin floors on one turf/resin floors in walls, reduced resin spread to be just in the AI chamber, and one extra scrubber in the AI chamber to deal with the miasma buildup after long rounds.
* Minor changes to atmos and added a camera assembly crate in AI chamber
Moved the external filling station port pipes so they are not inside walls, fixed a missing floor decal. Added a camera assembly crate in the AI chamber for making a basic camera network in the event one would like to repair the AI.
* Modifies the Mechfab to use the Ore Silo
* Fixed bugs and added ability to remove mats from mechfab
* Changed the Metastation hidden mechfab to start deconstructed to prevent assorted chicanery
* lol tabbing
* As above but for DeltaStation
* Reverts last changes and introduces a way to spawn mech fabs without them starting connected to the ore silo
* Code cleanup
* Code cleanup v2
* Update remote_materials.dm
web edit lmao
* Refactors antag datum hud giving code
* epic fail. this is a much better way to do it
* reduces copy and paste for clown mutation
* review additions
* didn't mean to put that there
* re-add check
* gps, suit storage, tank dispenser tgui-next
gps work
Final gps
suit storage + tank dispenser
* Improve GPS with direction arrows
- Added some collection manipulation functions
- Table is 100% wide by default
* Clamp GPS window height to safe range
* Calculate distance using vector maths on client side
* Remove logging
* More robust keying for GPS signal rows
- Protects from sorting glitches
* rebuild
* rebuild
* Radio interface
* Ore redemption machine interface
* Remove candystripe because it looks like shit
* Solar tracker interface
* Add more channels, add full color support to Box
* Cleanup README
* conversion guide draft 1
* Update documentation
* Implement an Input component, update component reference
About The Pull Request
This adds wizard apprentices to the check for special antagonists in wizard, and now checks if those special antagonists are dead. If the gamemode is not continuous (config option where rounds continue even if antags die) then the round will end ignoring all other antags.
Why It's Good For The Game
This is meant to be a short and kind of fun based mode in my opinion, so when it delays for lengthy amounts of time due to survivalists or other side antagonists, it tarnishes the original purpose and needlessly drags out a round that should be short and simple.
permission
Changelog
cl Joe Berrbyson
tweak: The Wizard Gamemode now immediately ends when the main wizard and wizard apprentice antagonists die.
/cl
* Revolution fixes, midround/latejoin delay, in-process refund
No more warnings for antag_cap-less modes
makes revs work again
scaling exits earlier of not threat left
initializes antag_cap again.
Fixed flavor text.
more revs stuff.
* comments, fixes
* threat log, typo.
* moved all ruleset execution to callbacks
* Clarified comment
* Status begone.
* Fixed roundend, farewell, exiles.
* team proc
* remove proc
* Adds mutually exclusive Clown and Mime Fan traits based off of Spiritual quirk
* Adds positive moodlets for sitting in rooms, adds pins and moodlets for pins
Need to figure out why the progress bar for being buckled doesn't show up.
* I forgot that Spiritual is 1 point.
* Reverts examining for mood boost and room mood boost events
* Initial PR, Cups, Utensils, Signs, Chairs
* Endline fixes for travis, adds plastic utensils to the initial node
* Makes bar invisible, addtimer added, fixes potential dmi/dm conflict
* Fixes Merge conflict take 2
* Wraps the chair snapping proc in invoke_async
* Cleans up Async Call a smidge