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[READY] [AGONIZING] [IDB IGNORE] [MDB IGNORE] The final merge #58
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…60191) Admin Supplypod Presets can now also be loaded by double clicking their label.
… terrible (tgstation#60176) Yes apparently you can code fluff paper badly. Whoever updated it to the supermatter version did the update in the map file for some reason. Fixes tgstation#60171. A Charlie station fluff paper about the Supermatter is no longer misnamed "singularity generator". THERE WAS NEVER SUCH A THING AS A SINGULARITY GENERATOR. OCEANIA HAD ALWAYS BEEN AT WAR WITH EASTASIA.
This PR improves item action button updating code by introducing a proc to update all item's associated action buttons, which simplifies the process and reduces code duplication. I also fixed a relevant bug where a PDA's action button icon did not properly update upon light toggle because it did not force the button update. Forcing the button update is needed in this case due to how light overlay operates, where the button icon state stays the same, so the code thought updating the action button icon was unnecessary.
This shifts the position of the toxins airlock control by one tile so that it can be accessed from inside the airlock chamber. This is applied to Tram, Delta, Kilo, and Meta. Only Ice was properly setup. Also kills a rogue decal inside a medbay wall on Delta. Thanks to Adhoc on discord for reporting this.
* Only blend areas when it's actually needed * Respect varedits
…ptimization (tgstation#60219) fixes tgstation#60197 woke up today with a ridiculous idea of semi-automatic compile time loop unrolling, wasnt worth the complexity in the least but it made the basis of this PR which i then continued work on. makes area_sensitive_contents into a more general system of important_recursive_contents where we can define reasonable uses to replace recursive contents iteration of the type found in get_hearers_in_view() as long as everything that uses it isnt something incredibly common to the point that it noticeably increases memory usage.
Adds the module component that is basically a subroutine. Allows you to compact your logic into a bunch of functions.
…lows scanning ids on unregistered circuits through shells. (tgstation#60227) Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
) Previously what it would do is create up to three objects; a cone, a lighting image and a holder Then whenever the lighting image was placed into the holders vis contents and the holder would be teleported several times when the parent would to turn or move, and the cone would be spun when the parent spun Instead of doing that it now just translates a single overlay every time that something is updated
Maintenance loot spawners now fire at roundstart, rather than during the initialization of the Atoms subsystem. Maintenance loot spawners do not qdel themselves during the spawning process, but persist, and merely hide themselves from living players. As a cute side effect, this lets preround observers look at the colourful maintenance loot dice icons before the round starts. Observers can continue to see the loot dice post-round, but they are deliberately very faint.
… no bomb resist (tgstation#60261) Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
imageadd: Added referee costume
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
only a few issues:agony: |
you should be able to fix all dmi conflicts using that one tool it is really good |
tools > dmi > Resolve Merge Conflicts |
based and redpilled i approve |
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Labels
feature
good shit
fix
also nice
readds fun
adds fun back into the game
to be defenestrated
someone made a fucking oopsy
✔️ Wedditor
TEST YOUR SHIT
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agony