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Makes asay brighter orange #39552

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merged 1 commit into from Aug 5, 2018
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@optimumtact optimumtact commented Aug 4, 2018

@rustledjimm
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I dunno this one hurts my eyes what's wrong with our brown.

@EmptyLullaby
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much cuter and has a better aesthetic than beer vomit brown

@PKPenguin321
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No player references

@obscolene
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No player references

fuc kyou pkp i clicked on this PR just to say that

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Looks orangered. like reddit

👍

@optimumtact
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that's cause it's the html colour orangered

Carbonhell referenced this pull request in HippieStation/HippieStationdeprecated2020 Aug 16, 2018
* Automatic changelog generation for PR #39367 [ci skip]

* Fixes sentient disease IsSame check.

* Third time's the charm - Photography update: 7x7 cameras, photo logging with full metadata, persistent albums and wall frames! (#38944)

* Photography Update

* Pictures logged in their own /data/picture_logs folder rather than normal logs

* Pictures logged in their own /data/picture_logs folder rather than normal logs

* Photos broke, retrying

* Persistence stuff

* I'm almost done I promise!

* Persistence mostly working, compile, etc etc

* Persistence mostly working, compile, etc etc

* Remove something really not needed from the PR

* Prevents duplication

* default to off

* removes check tick

* increase slots in albums to 21

* Allows for singular loading

* Update camera_image_capturing.dm

* Addresses review

* Anturk

* Update camera.dm

* Update misc.dm

* Update datum.dm

* Update camera.dm

* Automatic changelog generation for PR #38944 [ci skip]

* Automatic changelog compile, [ci skip]

* Allows beheading in hard crit (#39491)

* Allows head cutting in hard crit

* better check

* Automatic changelog generation for PR #39491 [ci skip]

* Makes detect_room type agnostic again (#39443)

detect_room() should be able to be used by whatever, it's the player accessible
area modification that cares about these restrictions.

This code is an independent proc who don't need no explicit istypes.

Goddamit naksu

* Fix minor pubby atmos issues (#39494)

round start atmos issues occured in: sci maint, Tcomms transit pipe room,
xenobio disposal in space

i'm not sure if the sci maint initial gas mix is intentional or not because it
had the var edited instead of an accidental use of /turf/open/floor/plating/-
airless but it causes a warning so i removed it

* Automatic changelog generation for PR #39494 [ci skip]

* Tweak the delta white ship a bit more (#39486)

Adds a gun recharger to the bridge and a few more windows. Originally this PR
was going to make it significantly more luxurious, but I didn't like how any of
it was turning out. So I opted to downgrade it to simply an NT frigate.
Slightly above standard than a regular ol' frigate but not by much. This ship
just isn't built for luxury.

* Automatic changelog generation for PR #39486 [ci skip]

* Checks the Emperor Penguin description's privilege (#39483)

Fixes grammar to account for female emperor penguins

* Rapid attacking simple animals (#39426)

Another one in the series of bad ideas for simple animals. Multiple attacks per
npcpool tick, queued if the target is within the distance specified.
Performance concerns exist. (Subsystem split would be better but this is lazy
PR)

* Fix COMSIG_PARENT_ATTACKBY for mobs (#39468)

mob/living isnt calling the attackby signal, now it is

* Automatic changelog generation for PR #39468 [ci skip]

* Add pipe dispenser to pirate ship (#39497)

done as per player request, complaint was that it was inefficient unless you
steal the mixer off of the ships distro, this keeps the ship theme of
"outdated" while allowing players to make the improvement they want without
dismantling distro.

* Automatic changelog generation for PR #39497 [ci skip]

* Fix the cig reagent bug, remove pointless and buggy RNG (#39334)

The balance in the note is no longer a concern, a 50/50 sacid and facid dipped
cig took almost a minute to knockout and damage stopped when it was removed. It
allowed a severe bug in the chem system.

I'm not closing that issue report because in theory the underlying bug is still
present and any future ways to apply chems may still have it.

* Automatic changelog generation for PR #39334 [ci skip]

* Removes the shuttle timid var (#39445)

Now that shuttles are all loaded via template we no longer have a need for the
timid var on shuttles.

Well not all shuttles, it seems I forgot to template the backup shuttle so it
wouldn't have been working until now. This got fixed here as well.

* Removes a couple storage GetComponent calls

* camera sprites (#39508)

* Automatic changelog generation for PR #39508 [ci skip]

* Deadchat can now use emoji (#39493)

* Automatic changelog generation for PR #39481 [ci skip]

* Lavaland Syndie base tweaks (#39472)

I really like the Syndie lavaland base since it allows you to test deadly chem
mixes with impunity (read: without getting banned or having to set up a local
server). I have tweaked a few areas to let players experiment even further:

Chemistry related changes:

* Made the testing chamber airlock heatproof and added scrubbers/vents to
  restore air after you've ignited the latest burnmix.
* Replaced loose grenade casings/assemblies with a vending machine inside
  Chemistry.
* The vending machine contains casings, assemblies and one holy water bottle
  for strange reagent/life reactions. If syndies are clinically bored, they can
  use it to set up a monster shooting gallery as well.
* Chemical/soda/beer dispensers start emagged. This both allows syndies to
  experiment with more chemicals and gives miners an incentive to come inside.
  Non deconstructable, meaning you can't unwrench it.
* Added a smoke machine board to the warehouse, as well as more stock parts to
  let players build more machinery and beakers for grenades.

Other changes:

* I added a cabinet with syndicate documents to the vault - this is valid for a
  10.000 credit bounty at cargo.
* Replaced incinerator machinery with the proper "sydicatelava" subtypes; added
  a DP vent and controller to the incinerator airlock.
* Set waste outlet volume_rate to 200 so that the chem test chamber can vent
  gases quickly.

* Automatic changelog generation for PR #39472 [ci skip]

* Teach simple animals how to dodge (#39383)

It's no secret simple animals are pretty weak, so this tries to change it
without padding their health. Adds basic swerve when approaching the target,
and sidestep when fighting.

* Fixes borg dusting (#39537)

* Automatic changelog compile, [ci skip]

* Adds in a new type of securitron (#39382)

* foolish jedi

* do not underestimate general beepsky

* adds death handling so you don't lose his eswords :)

* changes .loc to Tsec

* oversight

* src, TRUE, src, FALSE

* src

* Adds a toy sword variant. Fixes formatting

* oops

* fixes stuff for beepsky

* makes grievous beepsky block all projectiles.

* Fixes & cleanup

* cyberboss pt.1

* cyberboss pt2.

* Automatic changelog generation for PR #39382 [ci skip]

* Adds a new RoundEnd Sound. (#39391)

* Adds a new RoundEnd Sound.

   🆑 ArcaneMusic
   rscadd: Added a new, shoutier RoundEnd Sound.
   /🆑

Sometimes after a nice, long round you just want to scream.Let me know how it balances with the game audio mixing in case it's too loud/quiet.

* Using the Reverb sound

Audio file updated.

* Automatic changelog generation for PR #39391 [ci skip]

* Splits fakedeath and death coma, gives fakedeath to zombies and skeletons, adds ghoul powder (#39487)

* Splits fakedeath and death coma, gives fakedeath to zombies and skeletons, adds ghoul powder

* s

* Automatic changelog generation for PR #39487 [ci skip]

* Adds scrubber pipenet to lavaland mining base, fixes two Meta tiles (#39490)

* Fixes merge conflicts

* Removes z-layer 3 scrubbers from the premises

* Fixes Meta engineering floortiles

* Automatic changelog generation for PR #39490 [ci skip]

* Makes fiddling with air alarms go to atmos investigate log (#39501)

* All adminsay now uses the adminobserver colour (#39511)

This makes it more distinguishable for admins

* Makes ooc block last whole cinematic and moves the object above hud. (#39512)

* [s] [HOTFIX] Being bumped into and not just bumping into people makes you visible as agent box (#39514)

* revert when done

* cyberboss

* oh god it's all fucked

* fixes agent box

* Automatic changelog generation for PR #39514 [ci skip]

* Fixes pods not reaching centcom (#39526)

* Automatic changelog generation for PR #39526 [ci skip]

* Automatic changelog compile, [ci skip]

* Missing changelog for #39493

* Automatic changelog generation for PR #39538 [ci skip]

* Automatic changelog compile, [ci skip]

* Refactors syndicate simple animals. (#39531)

* Automatic changelog generation for PR #39531 [ci skip]

* Fix bad vars in maps spilling over onto unrelated types (#39530)

* Corrects box agent timer not getting properly reset

* Fixes SDQL strings

This is done by partially reverting commit 503a8a3
Also fixed explain not working well with goonchat

* Nanotrasen capitalization (#39547)

Corrects a couple instances of improper capitalization of Nanotrasen.

* Fix changeling antag hud icon (#39548)

missing e.

* Fix ai status displays (#39534)

Forgot to add update calls in here.

* Make a few more things pronoun sensitive (#39546)

* Users can now see their own prayers in the chat log (#39509)

* Automatic changelog generation for PR #39509 [ci skip]

* Fix missing honkbot icon (#39545)

Also cleaned up some duplicated code a bit and sorted the aibots file slightly.

Thinking about doing a minor refactor in the future to switch all these icons
over to overlays to remove the need to duplicate every unique animation/icon
for every power state. We'll see though.

* Various mapfixes (#39541)

* Omega atmos lockdown button no longer has bar access reqs
* Pubby disposals conveyors now have the correct dirs
* Pubby's service techfab is no longer inside a wall
* Pubby's disposals loop is no longer cut off near the RD office
* Lavaland seed vault chem dispenser now initializes with upgraded parts, since
  those planty bastards are stuck in there and can't even upgrade/charge it etc
* Meta's SME cooling loop now has grilles that partially cover it. Nothing that
  will stop a meteorite, but probably the odd space dust

* Automatic changelog generation for PR #39541 [ci skip]

* You can now show off your Attorney's Badge (#39533)

what's the point of having this in the game in the first place if you can't
show it off to people?

* Automatic changelog generation for PR #39533 [ci skip]

* Add NTNet compatibility to windoors (#39540)

Windoors now have NTNet support. The "open" command toggles the windoor open
and closed. The "touch" command, not usable by door remotes, functions
identically to walking into the windoor, opening it and then closing it after
some time.

I thought it would make door remotes and door-opening circuits more consistent
to work on both airlocks and windoors. Furthermore, Harcourt said that this is
a valid application of NTNet.

* Automatic changelog generation for PR #39540 [ci skip]

* Implement Sci-Bounties, Bounty Setup Streamlining (#39507)

Kills off some vars, crunches code instead of doing the same thing 5000 times.

* Automatic changelog generation for PR #39507 [ci skip]

* Being drunk improves mood (#39525)

At last, the bartender finds his purpose. This may be a bit strong but I think
making the bar the best place to go to improve mood is a good thing.

* Automatic changelog generation for PR #39525 [ci skip]

* Moths can now eat clothes (#39350)

* Moths can now eat clothes

* Remove old call hacky fix

* Fix damage sound, cleaned code

* Automatic changelog generation for PR #39350 [ci skip]

* Makes asay brighter orange (#39552)

* Increases agent box cooldown to 10 seconds (#39542)

* Increases agent box cooldown to 10 seconds

* im burning up for you, im burnin up 4 u, i BURN EVERY TIME THAT IM CLOSE TO YOU

* Automatic changelog generation for PR #39542 [ci skip]

* [READY] Fusion: Prepare to Die Edition (and more) (#39499)

tweak: Fusion has been reworked to be a whole lot deadlier!

tweak: You can now use analyzers on gas mixtures holders (canisters, pipes, turfs, etc) that have undergone fusion to see the power of the fusion reaction that occurred.

balance: Several gases' fusion power and fusion's gas creation has been reworked to make its tier system more linear and less cheese-able.


Fusion, even after my rework, is still kinda lackluster in the 'risk <-> reward' department. It's pretty easy to bypass the consequences of fusion as it stands right now, so I wanted to change that. I think you can suspend your disbelief enough for the new effects. Also, there are a couple balance changes to fusion that I'll outline more below that I noticed happening and theorized could happen, so I tackled those here as well.

More specific reasoning for every change:

    Addition of nuclear particles/tesla zap

As said before, I thought fusion should be more dangerous. As to why these specifically, I chose the addition of nuclear particles because I felt like it was at least decently thematically appropriate, and had a lot of potential to look visually interesting. The sprite is pretty much just a downscaled gumball with some added fluff. They all have random colors that are chosen when created, and fire out from the fusion holder's turf in random angles and with a 1 decisecond delay. I chose tesla zaps because.. well, they're pretty cool, felt reasonable enough (an extremely powerful release of energy goes well with fusion) and they mix up the damage types caused by fusion (brute from explosion, burn from zap, tox from radiation/particles). I added TESLA_FUSION_FLAGS because the tesla zaps defaultly just ended up exploding whatever they came out of (canisters usually) and ruined the whole thing.

    BZ fusion power nerf, nitryl fusion power buff

These go hand in hand. When I first made BZ useful for fusion, I completely forgot (or maybe it just wasn't merged yet, don't remember) that xenobio started with a BZ canister. So, it was super easy to cheese high/super tier fusion by just stealing the canister from xenobio. Thus, I switched BZ's role in fusions progression to nitryl instead, which is harder to make and currently doesn't see much usefulness outside of making it for stimulum.

    Fusion analyzing, addition of analyzer_results to datum/gas_mixture

I quickly realized after my fusion rework that there wasn't any ingame way to really quantify how good a fusion reaction was, which is a mistake on my part. Now, you can analyze the power of a fusion reaction and its tier after it happens. I added analyzer_results, since reaction_results worked in a matter that didn't fit what I wanted (reset completely every react() cycle) and I didn't want to change it. analyzer_results is only ever initialized when it's actually going to be used, which currently is only for fusion.

    Overall fusion code cleanup

Pretty self-explanatory. I moved all the effects (radiation, tesla zap, etc) to one area instead of having it happen separately for every tier. Now the tiers just set variables used for those effects. Apologies if the diff is kinda hard to read.

    Changes to gases created

Low tier is now BZ/CO2, mid tier is nitryl/N2O, high tier is stimulum/pluoxium, and super tier is tritium.
Gas creation numbers are lower across the board, mostly for bz/nitryl/stim.
BZ/nitryl/stim were added in low quantities to the tiers to help with the progression of the various tiers. It didn't really make sense that before, super tier fusion gave stimulum/pluox when the only feasible way to get super tier fusion was using stimulum, and the low tier rewards were straight up useless. Tritium for super tier was chosen because I think it's the gas with the most potential of causing a massive disaster in this scenario.

    Plasma no longer counts towards gases fused

Before this change, I realized that you could just stack as much plasma as humanly possible and a minimum amount of trit to instantly get several thousand moles of BZ and potentially other gases for free. No thank you.

I'm still not 100% satisfied with fusion, so expect more PRs like this in the future.

* Automatic changelog generation for PR #39499 [ci skip]

* Add circuits text file in .dme (#39576)

Adds some of the stuff I did last PR. Forgot to add the new file to the .dme
file.

* Automatic changelog generation for PR #39576 [ci skip]

* Automatic changelog generation for PR #39555 [ci skip]

* Fix AddComponent(target) not working with instanced components (#39484)

* Automatic changelog generation for PR #39484 [ci skip]

* Automatic changelog compile, [ci skip]

* Redesign the pirate event ship (#39565)

It was my first ship where I started to delve into shuttle atmos and power and
it really, really showed.

...So this one's a lot less shit!

RIP prolapsed anus fuckin' turbine coming out the back, wasted space, and
fucking atmosia(??) room that had no place on a pirate event ship.

Armory equipment is unchanged. Turrets are syndicate laser type (on pirate
faction). They do less damage, but have the option to stun and there are two
that cover the front as well, now, should hopefully feel about the same in
terms of protection.

Added a med wall vendor to the armory.

* Automatic changelog generation for PR #39565 [ci skip]

* Remove unused tgui dependency (#39592)

* Automatic changelog compile, [ci skip]

* Moves the Stealth Implant from Cybernetic Implants to Normal Implants (#39564)

* Automatic changelog generation for PR #39564 [ci skip]

* Fix beepsky cuffing its target even when EMP'd (#39596)

* Automatic changelog generation for PR #39596 [ci skip]

* Augmentation uses replace_limb instead of manually doing the same (#39595)

* Replace z_is_planet with a Z trait (#39581)

* Fix even more weird syntax (#39594)

* Automatic changelog compile, [ci skip]

* Felinid/catpeople are now their own human subspecies (#39513)

* Catpeople are nyow a species

* Fixes a runtime

* Fixes the issues with being forced ears when you chose none

* Neko --> Felinid

* P2

* Update

* Working this time I promise

* Automatic changelog generation for PR #39513 [ci skip]

* Adds five new cargo packs (#39569)

* Adds four new cargo packs

* god dang it bobby

* adds wrapping paper crate

* reduces carpet crate price, since it's a bunch of useless carpet

* adjusts festive crate price to 1000 bucks

* Automatic changelog generation for PR #39569 [ci skip]

* Improve VV performance further by avoiding redundant work (#39579)

* Open statbus links in external browser (#39575)

* Prefer non-hidden pipes in gas meter targeting (#39591)

* Automatic changelog generation for PR #39591 [ci skip]

* Fix the power flow control console (#39580)

* Automatic changelog generation for PR #39580 [ci skip]

* Adds mini-extinguishers to autolathe (#39599)

* Automatic changelog generation for PR #39599 [ci skip]

* Removes an unneccessary subtype (#39604)

* Automatic changelog compile, [ci skip]

* Automatic changelog compile, [ci skip]

* Ports Binoculars from /vg/: 2 Electric boogaloo (#39544)

[[webedits]]

* Mapping changes to BoxStation's science (#39318)

Circuitry lab is no longer isolated from the rest of science, being moved to
the RnD section;

    Because circuitry was too isolated and actually felt out of place.

There is now a firing range;

    Because without the circuity lab there was extra space and as Box didn't
	have a firing range in science so I added it.

Atmos machinery moved to the place that uses atmos machinery (toxins);

    Because everytime you'd like to mess with toxins using machinery you'd have
	to grab the cannister of gas mix at temperatures hotter than the surface of
	the sun and take it to the area that was supposed to be used for testing
	guns and other non bomb things. Like in real life, dangerous things are
	supposed to be contained in the dangerous area so that damage can be
	minimized. And like in real life, things should be near the places that
	require such things to be used.

Experimentator is a little less isolated as now it's more like a part of the
RnD section.

* Automatic changelog generation for PR #39318 [ci skip]

* Portable flashers will only count sucessful flashes towards burnout probability (#39602)

Might be probability on failure instead if this is too useful, but right now
they're just waste of space and time.

* Automatic changelog generation for PR #39602 [ci skip]

* Adds mining and engineering cargo bounties (#39568)

The game can use more bounties that require actual effort and cooperation to
complete, but give far higher rewards than the "collect some glass shards"
Assistant type bounties. Thanks again to Tlaltecuhtli for these ideas.

I added the following:

Engineering
Various atmos gases, price determined by how hard they are to acquire. I
deliberately left out Stimulum/Hypernobilium, as only a handful of players even
have an idea of how to make them. Plasma tank bounty got removed, since it's
just a case of "put tank into plasma canister and open valve".

Contained Tesla ball. The idea is to build a tesla setup inside the supply
shuttle, then ship it off. This pays a lot, since players have to purchase a
bunch of packs, get them unlocked+approved by heads of staff and finally
construct the whole thing inside a cramped shuttle. Materials alone cost about
14.000 credits for this one.

Tesla containment maintains power during the shuttle ride and it gets deleted
successfully on arrival at CentCom. As a failsafe, I've added both singulo and
tesla as 1 credit exports in case someone ships them over to CentCom without an
active bounty.

Mining
Almost everything you can craft from Lavaland fauna, from lava grilled steaks
over bone axes to goliath hide boats.

* Automatic changelog generation for PR #39568 [ci skip]

* Fix bunch of runtimes involving transformation diseases, and also a way to avoid job bans (#39600)

* Fix various runtimes involving transforming diseases, also fix the job ban checking

* fix for borgs without candidates

* Automatic changelog generation for PR #39600 [ci skip]

* Movespeed Modification System (#39181)

In preparation of pixel movement, I want to refactor our slowdown system to something more modular, and something that doesn't require /quite/ as many proccalls/calculations a tick. The way this works is intended to only have things recalculate when it's necessary, rather than calling it every move.
However, I've left movement_delay() in, as without completely redoing a lot of code it's not /quite/ ready at this point to tear it out completely, but I'm hoping everything can be transitioned over to this system later.

* Fix connection errors not showing with SSdbcore.ErrorMsg() (#39613)

* Fixes var set lists on maps (#39615)

* Allows admins to make pneumatic cannons fire nonitems (#39611)

* Update pneumaticCannon.dm

* Update pneumaticCannon.dm

* Distinguish grab attempt state in logging (#39607)

additionally GRAB_KILL is now referred to 'kill grab' instead of 'grab' in
logging

* Automatic changelog compile, [ci skip]

* Refactor the map loader (#39567)

* Remove duplicate initTemplateBounds method

* Move dmmRegex var to the type that actually uses it

* Keep a single, static map_loader datum

* Combine maploader into parsed_map

* Remove some redundant parameters from parsed_map/load

* Move file2text into parsed_map/New

* Narrow the scope of the map loading lock

* Remove redundant xcrdStart var

* Fix argument names in station reloader

* Move offsets from parsing to loading only

* Tidy argument handling on parsed_map/load

* Store modelCache, track nonexistent atom paths

* Use raw strings to specify the regexes

* Remove cropMap from parsed_map/New

* Don't parse maps twice when checking multi-z validity

Speeds up SSmapping init by approximately 10%.

* Bring the documentation (somewhat) up to speed

* No, I don't know why this fixes it

* Automatic changelog generation for PR #39567 [ci skip]

* Automatic changelog compile, [ci skip]

* Simple zombie for WJ (#39563)

* Add holidays, fix beer day date (#39572)

Beer Day start date was wrong (it's the first Friday in August, not August 5th).
I also feel that Bee/Tea/Independence days are relevant enough for SS13 to add
them as well.

* Automatic changelog generation for PR #39572 [ci skip]

* Fix Uncrossed being called on the wrong turf's contents (#39625)

Footprints should no longer spread out of control

* Automatic changelog generation for PR #39625 [ci skip]

* readd asay to admin log (#39636)

* Automatic changelog generation for PR #39636 [ci skip]

* Fixes cult pylons destroying plating and cult floors deconstructing into (#39624)

rods

* Automatic changelog generation for PR #39624 [ci skip]

* Fixes AI photo taking and printing (#39623)

* Automatic changelog generation for PR #39623 [ci skip]

* blunt trauma consistency (#39605)

humans now receive brain damage while unconscious too
sharp weapons no longer count as blunt trauma in all cases

* Automatic changelog generation for PR #39605 [ci skip]

* Key instead of ckey for user facing logs and ui (#39009)

* converts to using key instead of ckey for user facing logs and ui

* more key_name for airlock wires

* futureproofing check for if key changes

* --onlyckeymatch script argument and fail/success counter

* fix

* Configuration entry refactor! (#39608)

* Config entry refactor

* Fixes

* Update configuration.dm

* Allow spiders to pull their victims through webs (#39633)

* Allow spiders to pull their victims through webs

* Might as well

* Automatic changelog generation for PR #39633 [ci skip]

* Fix footprints stacking when blood and oil share a tile

* Automatic changelog compile, [ci skip]

* Boards now show their required components on examine (#39640)

Why: QoL, so you don't have to look it up or build the machine first and go
back for parts

* Automatic changelog generation for PR #39640 [ci skip]

* Add zombies to box whiteship (#39643)

These, like in the other ships, are pretty weak (meta still has the strongest
monsters, but it's also the most well stocked ship). These zombies have no
infection chance, 60 hp instead of 100, and do 11 damage instead of 21 (could
be raised to 15, if you guys want). And like the other ships there are 4
monsters on it.

* Automatic changelog generation for PR #39643 [ci skip]

* Add expiration time for admin messages (#39502)

* add expiration time for messages

* typo

* fix

* src to usr

* allows removing expiry from existing messages

* cancel button

* Automatic changelog generation for PR #39502 [ci skip]

* Automatic changelog compile, [ci skip]

* fixes messages not having targetckey

* Advanced surgeries are directly downloaded from the computers instead of using disks (#39451)

Removes needless back-and-forth with surgery disks, making advanced surgery a
bit less annoying to set up. Disks still work to install surgeries locally,
although the only disk currently obtainable is the traitor brainwashing disk.

* Automatic changelog generation for PR #39451 [ci skip]

* Automatic changelog generation for PR #39649 [ci skip]

* Gives melee simple animal syndicate 30% dodge and doubled attack rate (#39559)

This ONLY applies to the melee types. Ranged versions remain predictable and
slow to hit in melee. This change came around because melee syndies are frankly
really weak.

* Automatic changelog generation for PR #39559 [ci skip]

* Add felinid mutation toxin (#39639)

* Automatic changelog generation for PR #39639 [ci skip]

* Updates the chronosuit helmet for a new look (#39634)

It's an old sprite, the suit looks great but the helmet was really lacking.
It also wasn't very tech-y and resembled a motorcycle helmet.

All credit goes to my friend lyman, he's the one who sprited this. I just
wrangled git into a pr.

* Automatic changelog generation for PR #39634 [ci skip]

* Fixed camera eyes going to nullspace not removing static (#39621)

* Fix admins without +fun being able to use smite (#39638)

While admins with only +admin don't get the verb, they can still smite people
who pray, or who use communications consoles to contact CC. This fixes that, as
SMITE is locked behind R_FUN.

* Automatic changelog generation for PR #39638 [ci skip]

* Drink quality affects mood (#39628)

Time to get fancy, bartenders. The harder it is to make a drink, the stronger
the effect, usually. There are exceptions, but quality tiers look something
like this:

  1. any mixed drink
  2. 3+ ingredients, at least one alcoholic and non-alcoholic each
  3. either takes some particular effort to make to make or requires exotic
     ingredients
  4. requires exotic ingredients and take some effort to make

I also slightly lowered the strenght of the drunk moodlet to encourage using
mixed drinks, though getting drunk out of regular drinks is still quite
effective due to how long lasting it is.

* Automatic changelog generation for PR #39628 [ci skip]

* Add Gondola meat (#39650)

I've heard of this story where eating mermaid flesh either makes you immortal
or gives you a horrible fate, so I thought, why not apply this to our beloved
gondolas?

Gondola meat contains a reagent that causes the gondola transformation disease
- it will continuously dose the victim with pax until eventually triggering the
transformation. The cure? Condensed capsaicin.

I've reduced the default stage_prob (translates to progress speed) and changed
the cure to condensed capsaicin, so you can't easily fuck over people with
tranquility smoke grenades.

* Automatic changelog generation for PR #39650 [ci skip]

* Automatic changelog compile, [ci skip]

* Add more wiki books/manuals (#39651)

I added /wiki manuals for the following:

  - Tcomms
  - Atmos
  - Circuitry
  - Toxins
  - Medicine/Medbay
  - Surgery
  - DIY grenades
  - Food

Should give new players an easier time since they won't have to tab out to a
browser and search the wiki.

* Automatic changelog generation for PR #39651 [ci skip]

* Logging system refactor and improvement (#39521)

* Refactor several log lines to use datum_info_line and atom_loc_line

* Add default return strings from datum_info_line and atom_loc_line

* Add parentheses around atom_loc_line data

* Change more logs to use atom_loc_line

* Add check in atom_loc_line for turfs to avoid calling get_turf on them

* Re-add removed 'at'

* Replace datum_info_line with key_name and atom_loc_line with loc_name

* Refactor logging functions

* Avoid double-logging self-interactions

* Fallback to simple stringification if all else fails in key_name()

* Rewrite muscle spasm logging to use log_message

* Standardize logging of martial arts

* Tweak individual logging panel look

* Fix individual logging panel source

* When I typed || I really meant &&

* Fix Telecomms logging always showing client logs in the panel

* Reverts addition of buggy ownership log to panel

* Remove colon

* Fix missing log_directed_talk tag

* Add warning for missing type in log_direted_talk

* Change warnings to stack_traces

* Add square brackets around fallthrough key_name() case to help parsing

* Allow atom arguments/src in log_*() functions

* Change log_combat call with null argument to log_message

* Change mecha types' log_message() arguments to match atom and mob version

* Add key_name() case for atoms

* Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it

* Fix log_globally logic

* Add logging for hitting objects with items

* Move log_combat() to atoms.dm

* Use utility functions for object stringification in log_combat()

* Use utility functions for object stringification in log_combat()

* Add missing logs for interacting with display cases

* Rewrite log_combat() comment

* Add missing space in log_combat()

* Add logging for hitting grilles barehanded

* Add missing ..()

* Automatic changelog generation for PR #39521 [ci skip]

* Restores admin private log type

* Fix a grammar issue with reinforcing airlocks (#39663)

* Refactor and improve briefcase launchpad (#39586)

According to statbus, the bluespace launchpad is purchased in less than 2% of
rounds on average. It's obvious why - it's slow, loud and extremely noticeable
with a short range.

I refactored it to storage/briefcase/launchpad (thanks XDTM) and disguised the
remote as a folder that spawns inside the briefcase. This will make it harder
to detect than a briefcase that can't actually hold items and a red remote that
screams "hi I'm valid". On top of that, I increased the teleport range from 3
to 8 (roughly half the screen). It still has the slow and very obvious
animation, but can finally be used to retrieve and send items that aren't at
the corner of a room.

* Automatic changelog generation for PR #39586 [ci skip]

* Add TGS4 post compile scripts (#39629)

Literally just does deploy.sh on the output

* Add atmos link override variables to hand teleporters and portal guns (#39641)

Portals have supported atmospherics linking for a long time, just that it
defaults to off. This would allow admins to let the two things that uses basic
portals (not wormholes) enable it for portals they create.

* Make the signal redirect component a bit more transfer proof (#39612)

The turf change signal needed to get moved properly in transfer. It also needed
to have code to deal with the creator wanting to listen to the turf change
signal.

* Fix zombie corpses showing in spawners menu (#39655)

These really need to be separated, ghost role spawners long ago surpassed what
these were intended for.

* Some injection fixes (#39642)

Fixes a breaking error and possible injection exploit in
populate_key_2018-07-09.py caused by a key existing from when byond allowed now
blocked characters like ' in usernames e.g.
http://www.byond.com/members/immortaljrosh?format=text

Additionally fixes some unsanitized values in other queries.

* Automatic changelog compile, [ci skip]

* [READY] Adds Arnold pizza, dont put pineapple on it. (#39644)

* Adds Arnold pizza, dont put pineapple on it.

* removes repeated line

* goo goo ga ga shitty diapy

* you saw nothing

* done

* return TRUE

* final fix (hobevully)

* psyke.............

* Added meat crafting requirement for pepperoni

* Automatic changelog generation for PR #39644 [ci skip]

* Fixes uncalibrated teleporters not turning humans into flies (#39678)

* Automatic changelog generation for PR #39678 [ci skip]

* Move gas reaction defines to their own file (#39660)

* move gas reaction defines to their own file

* eof

* ditto

* [Hotfix] Mime Beret/Traffic Cone doesn't cutoff your hair anymore (#39659)

* Update misc.dm

* Update misc.dm

* Fixes suit store icons broken forever.

* Automatic changelog compile, [ci skip]

* fix adding notes for ckeys without any (#39677)

* Minor VV interface improvements (#39631)

* Reset the dropdown after an item is chosen

* Immediately update the Marked Object and Var Edited statuses

* Show Deleted in VV and update it upon deletion

* Improve coordinate display when deleting atoms

* Show name of named datums, don't duplicate type otherwise

* Remove a nonsense HTML attribute

* Remove inneffectual href_list modifications

* Live-update dir display when the rotate buttons are used

* Add quick update for editing mob/atom name

* Add live update for ckey and real_name

* Add live update for damage numbers

* Add a missing dir fallback

* Automatic changelog generation for PR #39631 [ci skip]

* Removed Comment for Renaming

Just removed the remnant section that existed for Cyborg renaming to avoid confusion of possible missing config options.

* Fix undeleted query (#39688)

* Botany+Medical bounties, tweaks (#39658)

* Botany+Medical bounties, tweaks

* Adds foodtype var for flavor text, removes duplicate bounty

* Automatic changelog generation for PR #39658 [ci skip]

* Automatic changelog compile, [ci skip]

* Automatic changelog compile, [ci skip]

* Make secure crate less prone to explosions when poked (#39680)

This seems unintended. Also fixes damage after deletion runtime.

* Make shared engineering storage on Meta slightly prettier (#39681)

Who thought that putting disconnected atmos border tiles in the middle of the
room was a good idea?

* Fix typo in gondola steak taste list (#39692)

* Move CentCom recovery shuttle further south (#39689)

The CentCom recovery shuttle (where escape pods dock) is so close to the space
ninja prison that players can see indestructible wooden walls from it.

I moved it a little further south, so it's not as immersion breaking.

* [READY] Adds ability to give airlocks one-way unrestricted access (#39147)

* Code to doors.dm for airlocks with unrestricted sides

* Code to airlock_electronics.dm supporting airlocks with unrestricted sides

* Code to door_assembly.dm supporting airlocks with unrestricted sides

* Adding buttons to airlock electronic gui for unrestricted direction access

* Update airlock_electronics.dm

typos in comments are still typos

* Tgui support for arbitrary unrestricted access

* Cleaner way of calling unrestricted_sides()

Moved the call to unrestricted_sides() to run from allowed(), and added a recursive check for if the user is inside an object (like a mech).

* Missed a test variable

* Replaced a block of if statements with get_dir

Re: SpaceManiac

* Simplified XOR operation

Re: SpaceManiac

* Changes order from NESW to NSEW (for get_dir)

Re: SpaceManiac

* Re-built using changes to airlock_electronics.ract

* Added unres overlays, fixes overlay/power actions

Small lights that shine out to indicate open directions. They're not super pretty, but they aren't *that* horrible I think.
Because it's a light, it acts as a weak light source.

Also, all door overlays respond to power changes now, including area power loss. There was code in the overlay section for checking power states, but nothing to actually trigger it outside players opening the panel or something. This was broken before I made any changes.

* Makes overlays respond to power outages

The airlock overlay (bolt lights, etc) would not respond to the area power going out or coming back, even though it had code for it. This was broken before I added my code.

* Makes the Airlock update overlays when built

Long story short, the unres_sides variable wasn't getting set before the airlock spawned and did its first overlay update, meaning the unres indicators would be invisible until the door's state changed the first time. This makes the airlock run the update again just before the construction airlock object is removed.

* overlays.dmi -- removing to replace

I can't just edit the code of an image file, can I?

* new overlay file with the four unres indicators

* Set medical doors to use this feature

Removed medical door buttons, and set the unres variable on Meta, Box, Delta, Pubby, and Omega.

* Revert "Set medical doors to use this feature"

This reverts commit 53122ce63240ff0660226c8d2c6ed7eb814ec054.

* Updates medi-doors in maps

let's try this again...

* Did this tgui.js get overwritten?

juggling too many testing build folders is hard

* reverting momentarily

* Re-adding tgui.js changes

* pushing tgui.css too

Didn't realize this file also got changed by the script

* rebuilt the tgui.js file

* repushing the unchanged tgui.js again

I hope I'm not email-spamming people with this

* .css too

* Re-applying tgui.js changes

* added mapping helpers

little green arrows that set unres settings on airlocks and then poof

* removal of comments

unneeded code

* Adding helpers to all maps

Removed the var edit, as well

* Changed airlock.dm to use defines

Also removed an unneeded "src" from four lines.

* New .js and .css file to fix RPD issue

Boy I love tgui

* Removing define defines

Didn't know these were coded elsewhere. Neat.

* Mapmerged again, as requested

* Clean up maps

* Automatic changelog generation for PR #39147 [ci skip]

* The garbage collector now makes an actual effort to churn thru the prequeue

Unlike normal subsystems, if the garbage collector is tick_checked into pausing, rather than run next game tick to resume, it waits the full 2 seconds again.

I added that change because hard deletes can sometimes cause a large amount of lag, and so doing one again the next game tick is a stupid idea when 1 hard delete can cause a tick overrun on its own.

Now it only applies this when doing hard deletes, running again next tick otherwise.

* Fix escape pod 1 not reaching the recovery ship (#39675)

* Automatic changelog generation for PR #39675 [ci skip]

* Tweaks titanium walls and window sprites to be a bit prettier. (#39679)

* Automatic changelog generation for PR #39679 [ci skip]

* Automatic changelog generation for PR #39690 [ci skip]

* Automatic changelog compile, [ci skip]

* Allows images sent by PDA to be closed

* delays clearing the items out of the garbage queues when tick_checked

Since it already has the code necessary to handle doing it this way.

* Automatic changelog compile, [ci skip]

* Fixes Move() not calling area/Entered and area/Exited()

* Runtimestation tweaks (#39708)

* Fix watertank runtime (#39703)

* Add binoculars to the detective's locker (#39664)

Figured you should be able to obtain these in-game since they're a pretty nifty
feature and it makes the most sense to give them to the detective so he can
~~spy on people~~ "investigate" better.

* Automatic changelog generation for PR #39664 [ci skip]

* Automatic changelog compile, [ci skip]

* Automatic changelog generation for PR #39728 [ci skip]

* Add some missing query qdels (#39726)

* qdel some more queires

* Another one

* Automatic changelog generation for PR #39718 [ci skip]

* Fix telekenetic grabbing bedsheets through time and space (#39721)

You could use the grab in hand to teleport it to you.

* Fix telekenetic toilet cistern item retrieve exploit (#39720)

* Reapplies our hippie stuff

* Updates our speciess proc with pref_load arg
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