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Rattle Me Bones #16296

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merged 3 commits into from Oct 29, 2017
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Shadowmech88
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@Shadowmech88 Shadowmech88 commented Oct 21, 2017

A spooky vault for the Halloween season.
Adds the Skeleton Den, a new vault in which the objective is to not rattle the skeletons' bones.
skeleton_den
Bumping into any of the skeleton models will cause all the skeleton models in that room to become hostile to you. Some of the skeleton models move around the room on predetermined paths, as seen here:
https://puu.sh/y3sNg/a3baaed5ca.webm
(The stuttering at the end is a video error, not in-game.)
In a couple of the rooms there are skeleton mobs which will attack you by default, requiring you to fight them while still avoiding the skeleton models.

This PR also adds new abstract objects called movers, along with subtypes transporters, redirectors, and speed adjuster. While mapping, a transporter can be placed on the same tile as an object or mob in order to cause it to continuously move in the transporter's dir when the game begins. If something with a transporter crosses over a redirector, the transporter's dir will change to the redirector's dir. If something with a transporter crosses over a speed adjuster, the transporter's step_delay will change to the speed adjuster's step_delay. This allows mappers to create moving hazards that follow simple or complex courses without ever having to touch any code.

🆑

  • rscadd: Added a new vault, the skeleton den. Don't rattle their bones!
  • rscadd: Added a new system by which mappers may create moving hazards that follow simple or complex courses without needing to touch any code.

@Shadowmech88 Shadowmech88 added the Content Adds something. Neat! label Oct 21, 2017
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Shadowmech88 commented Oct 21, 2017

A couple things I need input on:

  • First, would it be more or less fun if the maze full of things you shouldn't touch, some of which move, was pitch-black and you had to provide your own light source?
    Currently the vault is fully-bright inside, but I feel like that does reduce some of the challenge and atmosphere.

  • Second, I have no idea what rewards to put in the loot room at the end.

@jknpj
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jknpj commented Oct 21, 2017

Second, I have no idea what rewards to put in the loot room at the end.

fifth dissolve injectors ACK ACK!

@SonixApache
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SonixApache commented Oct 21, 2017

A gold medal, special gloves (swat/combat/centcomm) and a money bag full of golden coins. And one of those energy cutlasses.
Do we have non-vox skeleton costumes?

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Exxion commented Oct 21, 2017

All walls should be at least two tiles thick to prevent disposal memes

@Shadowmech88
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I'm just going to make disposal pipe schematics fail when used on super-reinforced walls. I'm tired of people piping through impenetrable barriers.

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Exxion commented Oct 21, 2017

That works too.

@FudgePucker
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Wait I thought you could only make disposal pipes on plating, how are people putting them ON walls? I thought the problem was with it putting you on the wall from the next turf over?

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Exxion commented Oct 21, 2017

Fuck dude I don't know

..()

/obj/abstract/mover/transporter/process()
if(host)
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Merge these two if statements into 1.

@Shadowmech88
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Are they being put onto the next tile by a delivery chute, or by an exposed pipe launching them out?

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Fun traitor idea: make a SME below cargo in the hidden room next to the mining supplies, reroute disposals to shoot into shard. It produces power for the station by recycling the trash. What do you mean people use disposals as a shortcut across the station?

@Blithering
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Blithering commented Oct 21, 2017

Do the skeleton mobs rattle the bones when they bump into them? that might make the maze impossible.
Additionally, Couldn't someone bypass the whole maze by unwrenching that disposals exit thing and adding a second entrance to make it two way?

@Shadowmech88
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Skeletons are not rattled by being bumped by other skeletons.
As for the disposals, can a person exit a disposal pipe through an inlet?

@FudgePucker
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Maybe block it off with shutters like the HoP line ones. Meaning even if you reverse though the disposals you will still be blocked off.

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unid15 commented Oct 21, 2017

Amazing!

@Shadowmech88 Shadowmech88 added the ✋ Do Not Merge ✋ Don't you do it. label Oct 21, 2017
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Added [Do Not Merge] because it's still WIP.

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Exxion commented Oct 21, 2017

/turf/simulated/wall/invulnerable/Entered(atom/mover)
    qdel(mover)

@Shadowmech88
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Nobody has offered their thoughts on the lighting situation yet.

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Also, I tested it and disposal pipes can't be secured while on a wall tile, meaning walls can't be piped through. I also tried riding through a pipe that terminated at a wall and it just dumped me on the pipe's turf, not the wall's turf. I'm not sure what people are talking about when they mention bypassing walls with disposal pipes.

@Kitfox88
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Make it pitch black other than your own light sources. Get Tomb of the Giants in this bitch.

@Shadowmech88 Shadowmech88 removed the ✋ Do Not Merge ✋ Don't you do it. label Oct 23, 2017
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  • The loot room of the skeleton den now contains a pirate outfit, gold metal, pirate lord's armor, pirate lord's hat, optical thermal eyepatch, two energy cutlasses, five dissolve injectors, three gold coins, and a bag containing three hundred gold coins.
  • The skeleton den has been made pitch-black. Bring a light source.

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This is now ready, content-wise.

@PJB3005 PJB3005 merged commit 0dcd1e8 into vgstation-coders:Bleeding-Edge Oct 29, 2017
@Shadowmech88 Shadowmech88 deleted the RattleMeBones branch October 30, 2017 21:01
Pathid pushed a commit to Pathid/vgstation13 that referenced this pull request Dec 17, 2017
* Adds the skeleton den vault.

* Merges if() statements.

* Adds loot to skeleton den, adds un-deconstructable disposals variants, removes lighting from skeleton den.
MadmanMartian added a commit that referenced this pull request Feb 9, 2018
* [ci skip] Automatic changelog update.

* Sound added to airlock maintenance panel opening/closing. (#16244)

* Sound added to maint panel toggle for airlocks.

* Tone it down I'm trying to sleep.

* Made it a bit more quiet and range fix maybe.

* Range decrease even more.

* [ci skip] Automatic changelog update.

* Fixes the Clarke wreckage path (#16291)

* Fix redundant Macros (#16287)

* Fix redundant Macros

* I have hunted down every single instance of iscoil() in the code

* fixes the health analyzer wrongly checking for ghosts in heads (#16278)

* Fix Finnish orthography (#16285)

* [ci skip] Automatic changelog update.

* A new lawset for borgs and MoMMIs during Dwarf Fortress.

* Got some feedback, so I'm feeding back these changes.

* Fixes a bug related to cigarettes (#16283)

* Fix Cigarette foolishness

* Trailing return

* [ci skip] Automatic changelog update.

* Revert "Sound added to airlock maintenance panel opening/closing." (#16293)

* Revert "[ci skip] Automatic changelog update."

This reverts commit bafcd50.

* Revert "Sound added to airlock maintenance panel opening/closing. (#16244)"

This reverts commit b4adb16.

* Mech inflatable barrier launchers and metal foam grenade launchers can now be used on adjacent tiles. (#16294)

* [ci skip] Automatic changelog update.

* Re reverts sounds

* Wizard Spell: Fist (#16279)

* Adds fist spell.

* Whoops.

* [ci skip] Automatic changelog update.

* HUDs and AI Cameras No Longer Track Invisible Mobs (#16276)

* Medical HUDs and Security HUDs no longer track invisible mobs.

* Now works with alphas lists and body alphas as well.

* Forgot indents.

* Does it better this time.

* Typo.

* Forgot this.

* AI cameras can no longer track invisible mobs.

* More OOP.

* Fixes red ribbon arm and other items not spawning for Xenoarchaeology. (#16298)

* [ci skip] Automatic changelog update.

* Removes Vox pressure resistance

* Adamantine Golem Respawn Time (#16271)

* If a player dies as a golem, they must now wait 10 minutes before they can be summoned as a golem again.

* Now uses the mind's key.

* Does it better.

* [ci skip] Automatic changelog update.

* Wizard Spell: Doppelganger (#16280)

* Let's try this, then.

* Fixes imperfect copying.

* [ci skip] Automatic changelog update.

* Adds three new potion sprites. (#16297)

* Holographic People (#16275)

* Adds holographic people for the holodeck.

* Uses is_blocked_turf().

* Suggested changes.

* Moves files around.

* Fixes file tracking.

* [ci skip] Automatic changelog update.

* Oh yeah I forgot about the web interface (#16303)

* more halloween costumes (#16295)

* [ci skip] Automatic changelog update.

* Fixes holograms being able to spawn before roundstart. (#16307)

* Hologram fixes. (#16309)

* Fix #16286 (#16306)

* Fix #16286

* Error message

* Allows simple_animals to mutate from phazon. (#16270)

* [ci skip] Automatic changelog update.

* fixes not being able to disarm mobs such as monkeys, martians, etc. (#16264)

* fixes not being able to disarm mobs such as monkeys, martians, etc.

* THIS.STATEMENT.IS.FALSE

* [ci skip] Automatic changelog update.

* [ci skip] Fix Discord link. (#16312)

It got wiped during the raid.

* No (#16313)

* Attempt at HREF exploit patch (#16318)

* Advanced Security Cameras show cyborg cameras, just like their non-advanced counterpart. (#16274)

* Advanced Sec Cameras track cyborgs

* Tracks cyborgs

* Fixes camera icon remaining after zlevel transfer

* fuck doing this ever again

* fucking

* last one

* [ci skip] Automatic changelog update.

* Allows changing icon and name of time-release pills with chemmaster

* Allows renaming pills

* Update chem_master.dm

* PDAs now show the name of the ID you remove/insert (#16330)

* Updates R&D Server icon path to the correct file (#16343)

* Fixes invisible spider queen corpse bug (#16346)

* Provision for spiders without delimbable icons

* Set queen's delimbable status to 0.

* Boolean var

* Boolean var for delimbable

* [ci skip] Automatic changelog update.

* Cleans up telescience computer code. All of it.

Also removes the non-nanoUI option of the telescience computer. It's just too high maintenance to bother supporting.

* Ok it GCs now.

* Makes bolas automatically throw when clicking.

Doesn't need throw mode to be on anymore.

* Fix build.

* More UI fixes & fix deletion properly.

* Re-added a u_equip for aliens

* Re-added u_equip for aliens (2)

Return properly indented this time.

* Got rid of the redundant hand part

* Cleaned up an extra line

* Spawn QOL

* Buildmode fixes

* sending money via PDAs now depends on there being a functional messaging server and comms on that z level (#16322)

* Meter Broadcasting Fix (#16316)

* Fixes all meters broadcasting all the time.

* More OOP.

* Suggested changes.

* Holoperson Tweaks (#16314)

* Number of active holopeople limted to 4.
Holopeople now dissipate when the Holodeck control console loses power.
Holopeople can no longer spawn when the Holodeck control console is unpowered or broken.
Holopeople now receive more specific rules regarding their behavior.
Holopeople now receive names rather than numbers.
Spawning as a holoperson is now done through the Holodeck control console interface.

* Topic() support for ghosts.

* Holopeople who ghost will now be despawned.

* Suggested changes.

* Adds some hologram names.

* Transmogrified Cloning (#16311)

* Adds new procs related to transmogrification, allows cloning pods to bwoink transmogrified ghosts.

* Makes all body-entering stuff transmogrify-friendly.

* Fixes compile error.

* Final fixes.

* Adds the roulette revolver and red ribbon arm to finds_defines. (#16305)

* Plasmamen and vox engineers now have the same suit storage as humans. (#16304)

* Added the suit storage of engineering hardsuits to their plasmaman and vox counterparts.

* Cleaned the suit storage up a bit more.

* Pigs (#16282)

* Adds pigs.

* Fixes.

* Fixes pigs being friendly to vox.

* Bagel: Revenge of the fix (#16292)

* baaaagle

* fuck

* [ci skip] Automatic changelog update.

* Rattle Me Bones (#16296)

* Adds the skeleton den vault.

* Merges if() statements.

* Adds loot to skeleton den, adds un-deconstructable disposals variants, removes lighting from skeleton den.

* [ci skip] Automatic changelog update.

* Laser Tag Tweaks (#16317)

* Allows almost anyone to fire laser tag guns.

* Holoperson support.

* Laser tag vests can now be attached to jumpsuits and worn by monkeys.

* Uses macros.

* syndicate IDs now block AI camera tracking when worn (#16320)

* Apparently, cameras are hardmapped (#16324)

and maps don't use defines, isn't that great?

* Adds New Restraint Options (#16328)

* Police tape, gauze, label rolls, ties, stethoscopes, and bedsheets can now be used as restraints.

* Reduces resist time of bedsheets, boiled spaghetti can now be used as a restraint.

* Makes cell chargers 750% faster, cells made from protolathes start empty, can make cell chargers with a soldering iron (#16331)

* Protolathes create empty cells, buff cell chargers

* adds cell charger circuitboard to allowed soldering iron options

* Pulling someone as they chairbuckle -> Start pulling the chair (#16337)

* Adds a Refrigerated Blood Bank to Boxstation, adds 3 more empty bloodpacks to prefilled banks (#16339)

* Adds a blood bank to Boxstation

* Adds three more bloodpacks to filled blood banks

* Nanobots cannot be duped with service borg shakers (#16345)

* Fix a compiler warning. (#16359)

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* Fixes a couple of grammatical errors (#16364)

* Makes MMIs improper

* Forgot that

* Cleans up Mech-MMI code a tiny bit (#16363)

* Cleans up Mech-MMI code a tiny bit

* Whoops

* Fixes a typo, too!

* Squashes those commits

* Adds a box of Body Bags to the Sterile Equipment Crate (#16362)

* syndiexecfix (#16368)

* [ci skip] Automatic changelog update.

* Makes new player panel update on round start. (#16358)

* Removed as obj.

* Fixes advanced cameras runtime

* Removes (as the emoji)

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* Removes to_chat(world) message. (#16375)

* bees no longer attack other bees, or mommis (#16302)

* [ci skip] Automatic changelog update.

* Fixes typo. (#16383)

* Species-Specific Inventory Offsets (#16326)

* Adds support for species-specific inventory offsets.

* Uses defines.

* Now uses a static list.

* Forgot to change these back.

* Hopefully final fix.

* Requested changes.

* Blood moon rising (#16344)

* and I heard as it were the noise of thunder

* One of the four beasts saying 'come and see'

* And I looked, and behold a pale horse

* and his name that sat on him was Death

* Splits Potion of Invisibility Into Minor and Major Potions (#16258)

* Invisibility potions now make the user's clothing invisible as well.

* Adds potion of minor invisibility.

* [ci skip] Automatic changelog update.

* meatballer drops loot now. Lich actually summons 'skellingtons', and the syphoner properly detaches from cables (#16390)

* MoMMIs get a silicate sprayer.

* [NEEDS REVIEW] adds chemical heating (#16116)

* adds heating as a way of making chemicals through recipe

* adds density and SHC of found base elements. Adds more true-to-life heating

* adds defines for source_temperatures on hot objects, remakes the heating proc so it works according to the laws of physics

* conflict fixes

* fleshes out the bunsen burner. Adds an alteration to the dump chemical reactions proc that dumps general chemical information

* adds a thermometer for measuring the temperature of reagent containers, tweaks the bunsen burner values a bit, adds some more densities and SHCs

* Adds being able to construct and deconstruct bunsen burners

* adds the thermometer to the medvend, advanced thermometer to research, resizes the thermometers to be pocketable, et cetera.

* requested changes

* removes the chemistry diagnostic verb entirely, rather than leaving it commented out

* [ci skip] Automatic changelog update.

* Adds dectalk obj/ to gitignore

* Removes unnecessary delays on handled attackby.

You know how when wrenching pipes, if you misclick and hit one you already placed, you can't place pipes for a moment?

Yeah some genius decided that if an attackby is handled it MUST generate a cooldown. Every object that DIDN'T have a cooldown on attackby was literally misusing attackby.

This dumb cooldown is finally removed. There's still cooldowns on attacking and stuff as far as I can tell.

If anything becomes exploitable and spam clickable we can fix that later.

* Atom Tethering (#16335)

* Adds atom tethering.

* Forgot to remove this.

* Needs this for testing.

* Oops.

* Fixes duplicate lines.

* Superfluous.

* Return values and spelling.

* Moves movement restriction from turf/Enter() to atom/movable/Move().

* Comments out tether tester.

* Warping Claws (#16341)

* Allows punches to have sharpness.
Adds warping claws.

* Adds comment.

* Uses defines.

* Adds warping claws to large artifacts.

* [ci skip] Automatic changelog update.

* More ZAS updating (#15922)

* Clean up the diff

* Some new defines

* Guess I missed that

* Remove the flipped

* Move direct

* More SSair stuff

* Tidier

* Unsimulated edge tick

* Removes useless shit

* Remove additional garbage

* Dusting

* More unticked files

* I missed another, apparently

* Yet another

* Wow, an actual change! Sort of

* god damn it

* Oh, that was commented out

* These are actually very slightly different

* bad

* More readable

* Does nothing

* Roughly mimics old behavior

* Unnecessary

* Equivalent

* This makes sense above, but not here

* *shrug

* Missed these

* Destroy AirflowCanMove()

* Some cleanup

* Unification

* Bools

* Actually it SHOULD be like this

* Alright that would have been too hardcore

* Update doc

* Oops

* I have OCD

* Cleanup

* Fuck group_multiplier

* This was all unused

* Also unused

* Add some stuff

* Move stuff

* Add nothing

* Remove old

* Unused

* Move

* Some new procs

* I touched it bitch

* Compiles, probably

* Air no longer flows nonsensically

* Probably makes compare() work

* [Another synonym for cleaner]

* Potentially done

* Last thing I know of

* Oh yeah this too

* Add ctrl+click and alt+click shortcuts for cryo, as well as a verb to remove beakers. (#16367)

* Can now remove reagants from Cryotube with rightclick

* RETURN to the void

* Refactor the code a little.

* Cleanup + a bit more sanity

* Adds two Syndie bundles (#16369)

* Adds two Syndie bundles

* Increases chances of super-rare bundles

* this exists but is never used

* Makes character slot window nicer. (#16391)

* Makes character slot window not have focus stolen.

So you don't have to drag the character preferences out of the way EVERY SINGLE TIME.

* Make character slot window use browser datums.

It's pretty now!

* [ci skip] Automatic changelog update.

* Fixes molotovs not working when hitting anything except a floor (#16372)

* More holster sanity (hopefully) (#16394)

* Holster Sanity

* Dammit Git

* We'll do this diffently

* NanoUI object focus improvement. (#16395)

Previously if you clicked on an object and you already had the NanoUI open, two things could happen:
* The UI only updates
* The UI reopens with a white BYOND flash.

The latter did always move it to the foreground, but the flash and UI moving was pretty ugly.
The former only updates the UI, so if you had multiple stacked windows open it gets kinda annoying.

With this change, all UIs always do the former, and the UI for an object always moves to the front when you interact with said object.

* Security PDAs have integrated hailers (#16387)

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* Fuck moles (#16406)

* Fixes runtime errors when cloning things with no mind.

* Admin Maximum Science R&D button gets a confirmation.

* Remove comment

* Clarification comment

* This is really getting obnoxious

* Adds beach party vault.

* Adds shorts to the beach vault.

* ‮

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* Grippers ACT2 (#15865) LET IT ALL BURN

* Grippers 2

[insert eletric bogaloo meme]

* watafuk

* not used.

* ops

* Makes Beer2 more expensive

* removes the sheet inserter board

* Adds sheet inserter to supply

* fucking --force

* OPAQUE

* G.wrapped

* Good point.

* prevent

* I'll test this later.

No really, i will.

* You got a point

* JUST GO FOR IT

adds the food bag back because what the fuck

* Anomaly goes from 1 to 10

* oops

* we back

in black

* [ci skip] Automatic changelog update.

* Fix null screens on clientless mobs

* Fixes time suit slowdown being 0. (#16434)

* remove AFK messsage on space lag

* Make format_watts not infinite loop on 1.#INF (#16424)

* [ci skip] Automatic changelog update.

* Trophy Mounts (#16277)

* Adds trophy mounts.

* Drops heads a little lower.

* Uses mutable_appearance.

* Fixes.

* Adds custom placement.

* Fixes trophy mount examining.

* Requested changes.

* No longer mixes arguments.

* Fixes dmi conflict.

* [ci skip] Automatic changelog update.

* Fix runtime condenser's find string (#16433)

* Fix runtime condenser's find string

* Also actually fixes the condenser

* silicons can now use the bioprinter (#16440)

* [ci skip] Automatic changelog update.

* misc martian fixes (#16265)

* misc martian fixes

* martians can now pick up smaller mobs like a human, and can check turfs like a human

* can now use player panel on martians

* adds martian language

* missing arguments from u_equip and unequipped

* potentially out of scope changes

* that wasn't how object-oriented programming is supposed to go at all!

* removes carbon check

* martian shield funtimes

* rewrites attacked_by so it's more OOP-friendly

* optimizations and keeping to the standards

* flare proj fix (#16441)

* Fixes bioprinter goof (#16450)

* what a goof

* Update bioprinter.dm

* gee bill (#16449)

* [ci skip] Automatic changelog update.

* "put_in_hands" now handles lifeforms with more than 2 hands. (#16399)

* Rework of put_in_hands

* Suggested changes + fixes a bug of item duplication

* For loop syntax

* Adds the ability to toggle subspace transmission on mech radios (#16444)

* Added toggle for radio's subspace transmission

* Made the state display in panel

and fixed other stuff

* Toggle for catatonic/braindead messages on examine (#16447)

* Toggle for catatonic/braindead messages

* How'd this get in

* [ci skip] Automatic changelog update.

* sanityisgood (#16451)

* [ci skip] Automatic changelog update.

* Wind (#16459)

* I still don't really get it but oh well (#16471)

* Adds a message to discord when the lobby is loaded. (#16478)

* Adds a message to discord when the lobby is loaded.

* real good at typos

* Most accepted fix to red_ribbon_arm so far (#16482)

Fixes #16443

* Adds a way to make fixoveins and bonegels. (#16487)

* [ci skip] Automatic changelog update.

* triples rng chance of tableclimbing (#16502)

* [ci skip] Automatic changelog update.

* Adjusted light tile salvage amount (#16507)

* [ci skip] Automatic changelog update.

* Runtime hunting: Macuahuitl/Destroy() edition (#16515)

* Runtime hunting: cloning computer initialization (#16517)

* Runtime hunting: toggle_internals with no tank (#16516)

* Runtime hunting: get_brain_worms() (#16519)

* Prevent DNA scanner spam (#16514)

* Adds the mobile operating table. (#16488)

* Added the mobile operating table.

* Added an idle sprite for later possibly.

* Changed adv. to surgery.

* Allows folded roller beds to fit in medical related suit storages. (#16489)

* Adds folded roller beds to some medical suits.

* CMO coat added to the list.

* [ci skip] Automatic changelog update.

* Updated globalaccess.dm (#16512)

* Xenoarch analysis machines NanoUI + hotkeys. (#16412)

* Gives the xenoarch anomaly machines a nicer UI, alt and ctrl click.

* Bunsen burners get an alt-click

* Rework basically everything. New Hyperspectral sprite.

* More sanity.

* Fix code review issues

* [ci skip] Automatic changelog update.

* Runtime hunting: Thrown batons (#16518)

* Runtime hunting: Thrown batons

* macros and stuff

* Runtime hunting: nullspaced deadsay (#16536)

* Added define for the maximum precise number (#16528)

* Move generateMinimap verb to the debug panel (#16535)

* Runtime hunting: ejecting cloning pod (#16534)

* Runtime hunting: make_robot_limbs_organic() (#16539)

* Runtime hunting: heater wrenching and rotate verbs (#16537)

* Space Lube TEG + Reaction Temperature Cost (#16521)

* The power of lube

* now with tanks

* [ci skip] Automatic changelog update.

* Prevent mech message spam (#16493)

* rip infinite power (#16544)

* Disable one-way window construction

@PJB3005 discovered that one-way windows are causing massive performance issues.  This disables construction in a hopefully safe manner.

* Religion datums (ready for review) (#16465)

* Religion datums (WIP)

* File tree

* File tree, Act II

* Fixes travis building

* Adds some, fix comments

* I should not code directly in git but somehow I can't get DM to work

* Most definitively fix compile

* Code cleanup

* Religion datums, Act I : epilogue

* Oversight

* Finsihing it.

* Removed completly redundant code

* Moving files arround

* Requested changes

* DEATH TO AMERICA AND DEATH TO BELGIUM

* Remove lies

* ai/Life() refactor (#16492)

* ai/Life() refactor

* Cleanup

* [ci skip] Automatic changelog update.

* Wirejack can also close doors (#16494)

* [Needs Review] foldable plastic bags (#16500)

* can now fold plastic bags flat to fit into something smaller, and unfold it back into a plastic bag

* fingerprint transfer

* removes redundant feedback text, puts the new bag in space in case it gets nullspaced

* A warning to the user of this device - Should you be in nullspace, please don't.

* Removes 0.01 metabolism on some reagents (#16505)

* [ci skip] Automatic changelog update.

* Runtime hunting: slot machine broadcasting (#16538)

* Runtime hunting: slot machine broadcasting

* Use defines

* [ci skip] Automatic changelog update.

* Fixes bonemenders not fixing ribcage bones. (#16554)

* Camera bug tweaks (#16490)

* Camera bug tweaks

* things

* Moves around some items in paramedic closets and adds paramedic magboots sprite. (#16496)

* Moves around some items in paramedic closets and adds paramedic magboots.

* Worked on the sprite for the paramedic magboots a bit.

* Put the bleeding kits back into the access locked locker.

* [ci skip] Automatic changelog update.

* Buildmode update 2 (#16526)

* Buildmode update

* Allow spawn to spawn areas

* Fixes click-dragging functionality

* Fully fixes click-drag

* [ci skip] Automatic changelog update.

* Geiger counters (#16547)

* [ci skip] Automatic changelog update.

* Adds veganism disability (#16553)

* Adds veganism disability

* Finishing touches

* Allows roundstart veganism

* Makes it a global variable

* Discount Dan is not vegan friendly

* Compiles

* Adds the precision grasper and diamond surgical drill. (#16555)

* Adds the precision grasper and diamond surgical drill.

* Desc fix.

* Removed a ".

* Adds roller beds to some other exosuits that were forgotten. (#16560)

* Adds roller beds to some other exosuits that were forgotten.

* Limits the beds to CMO and paramedic only one alien suits and fixed a bug with roller beds not always showing up inhand.

* Updated the desc on the machines.

* Commited on the wrong PR.

* [ci skip] Automatic changelog update.

* Line-by-line profiling (#16529)

* [WiP] [DNM] [Gone Rogue] [Need more suggestions] chem heating part 2 (#16475)

* better bunsen burner sprite, more heating/cooling recipes, fridges now actually cool things down.

* Ramen needs hot water now

* Defines for the bunsen burner

* no going to negative kelvin, please.

* temperature now goes back in time. Bunsen burners now check for if there's a held container first, before forcemoving a held beaker into the nth dimension. Adds a prong overlay over the beaker overlay so it looks like it's held.

* removed test_tiny from my dme

* adds densities & SHCs to a lot more chemicals that have recipes

* fixes Ice spawning and instantly becoming water. Changes some more densities n SHCs to 2DP

* renames aluminum powder to aluminum, so it can be seen on chem dispensers again (#16593)

* Rewrote runtime condenser (#16495)

* Rewrote runtime condenser

* Addressed 2/3 reviews

* fuck

* REMOVE .clone()

* Reduce unecessary allocations and hash map lookups.

Previously, when parsing the details of a runtime, every single details line needed the runtime to be looked up again in the hash map, and every runtime parsed needed at least one allocation to allow for the former. Both of this is has been optimized out by re-ordering the code completely.

* All the features

* Some untested work

* More work on supporting crap stack traces, still WiP

* Infinite loop and stack overflow traces work mostly.

* Add to travis

* Fix compiler warning

* Run cargo fmt

* Removed silly

* Removed more silly

* Verbose option

* rustfmt

* Sorted verbose output

* Stdout by default, stderr for errors

* rustfmt

* Don't panic on invalid UTF-8, static dispatch

* PARALLELISM

* Removed condenser from travis

* RETURNTOPOOL AND VARIOUS (#16540)

* RETURNTOPOOL AND VARIOUS

* fixes

* forgot a fix

* more fix

* too tired to git

* Sood AKA that guy that always tries to fix GC even though he forgets how it works every time and he always does it late at night in a hurry

* cluster knows best

* Updated test_tiny (#16541)

* Paper bugfixes (#16587)

* Paper update

* Photo bug

* Fixes a varedit bug (#16592)

* Fixes unencoded HTML displaying to admins on varedit

* Works this time

* [ci skip] Automatic changelog update.

* Revert floor qdel breaking floor tiles on plating (#16642)

* Fixes transit tube atmos (#16602)

* Bad

* Might as well fix this too

* Actually do it this way

* New vault - house in space (#16559)

* Adds zathura vault

* Update

* Remove all loot except for the super soaker

* Move narrator up to /area level

* [ci skip] Automatic changelog update.

* Fixes cargo consoles UI updating (#16647)

* Fixes old UIs not updating for silicons (#16657)

* fixes compile failures. Readds the wizard start landmark in test_tiny
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