It is always a pain adding in a new vent or scrubber to an area and suddenly you have duplicate names.
This prevents duplicate names for vents and scrubbers in an area.
Why It's Good For The Game
Makes engineering's life better, duplicate names are bad.
Changelog
cl
fix: Prevent duplicate vent and scrubber names in the air alarm interface.
/cl
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.
Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.
This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.
To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.
Requested by @optimumtact.
Changelog
cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
/datum/nanite_extra_setting/text/get_value()
return html_encode(value)
HTML injection bad. Brainwashing and potentially happiness programs are all subject to this, unless code has changed for how objective text is rendered. I don't think there's any case where nanites even need to be able to accept raw html.
Regular holsters:
Can no longer hold pulse carbines.
Can now hold toy pistols.
Detective's holster:
Can no longer carry ALL ammo box types, it's crazy this was possible.
Can now carry all handguns instead of only revolvers, their ammo, the mini e-gun, and the toy pistol and its magazines.
Chameleon holster:
Can no longer hold pulse carbines.
Can now hold all the ammo of guns it can hold (handguns and revolvers), the toy pistol and its magazine, and the small energy crossbow.
Operative holster:
Can now hold... basically everything gun related. All guns, all ammo (except ammo boxes), all grenades.
Descriptions of all holsters changed to reflect this.
Plasmamen won't interact with O2 if there is also Hypernoblium in the air and if already on fire, will get extinguished.
Adds Hypernoblium as a reagent when inhaled, having Hypernoblium in your system as a Plasmamen will also stop combustion.
New type of medical stack, obtainable from botany: the mourning poultice.
These poultices convert 10 brute and 10 burn into oxy per application, and can be used on corpses as well as the living.
It takes 20u bungotoxin, 20u aloe juice and 20u cellulose to create one stack.
I have split all the existing medical stacks into their own dmi, stacks_medical.dmi.
This pull request upgrades Yarn to version 2 (also known as Yarn Berry).
* Update build validator
* Provide inferno in the root level package
* Remove type module from package.json
* Powershell build script
This PR reworks the Hierophant Club into a utility item. Mining? Gone. Attacks? Gone.
In their place? 5-tile range point-and-click instant teleport similar to the ninja. Max charge is 1. Recharge time is 15 seconds.
With the removal of this bloat, the item is now small enough to fit in the average backpack.
The hiero club establishes itself as the entry-level megafauna drop from the entry-level megafauna.
Moves all opacity var manipulation to a proc which sends a signal.
light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
Some opacity-related sight procs optimized as a result of this.
Some variables moved to the object's definition.
A define or two added into the mix for clarity.
Some code cleaning, like turning booleans into their defines.
One file renamed for clarity.
Changelog
cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
all living spawners in corpse.dm are now in ghost_role_spawners. I hate having to search two different files to HOPEFULLY find which ghost role I need to edit.
Added a disclaimer about giving guidance or at least stationstuck component to stuff so this doesn't happen again
Cleaned up stationstuck. Man, I know I made this, but damn I did kind of a shit job
If nukies have spawned, the war button exists and war has not been declared, the check antag panel now has a button to force war. This bypasses the crew and time limit. Made by admin request.
Slapping animations are supposed to have some form of randomness to add variety to it. However, instead of a 1 in 2 chance, the creator used the wrong proc and accidentally made it a 1 in 50 chance.
In /datum/component/pellet_cloud/proc/pellet_hit if the projectile's wound_bonus is CANT_WOUND, then wound_info_by_part[hit_part] never gets a value set.
This causes an issue in /datum/component/pellet_cloud/proc/finalize() where it assumes that wound_info_by_part[hit_part] has always been set to a list(x,y,z).
I added a quick if check to skip this where there's no wound info for a part.
Weapon this behaviour manifested on: DRAGnet on net mode. Due to the runtime, I didn't notice it dealing any stamina damage. This should fix that scenario as well as any other CANT_WOUND projectiles and prevent them from runtiming early.
All flyperson organs have the same, generic name and description, and their icon is picked from a pool of gross, blackened organ sprites.
There's also a new organ they have that just does completely nothing. It is also disguised and looks the same as all the other organs.
* curse you, perry the emergency escape shuttle!
* Update code/modules/antagonists/cult/cult_items.dm
Co-authored-by: Rob Bailey <actioninja@gmail.com>
Co-authored-by: Rob Bailey <actioninja@gmail.com>
* Fixes holodeck making invisible tables.
* Removes comment.
* Remove extra space.
* Just gets rid of overlays from forbidden vars list.
* Small map fixes for the lounge sim.
Prevents horrible lag and runtime spam, makes the ash drake fight doable again, and adds a safeguard in case of other odd turf shit.
Changelog
cl
fix: The ash drake fight is winnable again, and the game will no longer die when he goes into the lava arena attack.
/cl