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Items with a material have their color reset when taken out of absorber #272
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amylizzle
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stonepillars
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* Fixes stonepillars/goon-flock#271 * Fix stonepillars/goon-flock#269 by making rummage only active when you aren't eating * Fix stonepillars/goon-flock#272 just cos * nice procs instead of code dupe
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* Fixes stonepillars/goon-flock#9 - Sentinel no longer runtimes, also efficiency fix, also no targetting ghosts fix (stonepillars/goon-flock#15) * Fixes sentinel issues * remove comment Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Drones now drop their resources when diffracted (stonepillars/goon-flock#23) * Drones now drop their resources when diffracted * Add check for zero resources * Slight tweaks to flockdrone AI to prioritise building material deposits and conversion of walls/doors/closets (stonepillars/goon-flock#24) * Slight tweaks to AI to prioritise building and conversion of walls/doors/closets * review code cleanup * Flockpanel TGUI (stonepillars/goon-flock#20) * Start to convert flock panel to TGUI * Added partitions, drones and structures support to panel * Parity with original achieved, transmission to flockmind initiating * Removed old CHUI code and fixed update issues * Bundle * Fixed task icons misalignment * Some syntax cleanup * Moved all flockpanel UI calls to flock datum * Removed a comment * Added an icon for rallying task Co-authored-by: github-actions <github-actions@github.com> * All flockdrone tasks now have icons (stonepillars/goon-flock#29) * why weren't these handled by the merge driver? idfk anymore * Added a drone resource display and moved some HUD elements around to make room (stonepillars/goon-flock#34) * Added a drone resource display and moved some HUD around to make room * Added a runtime * Flockdrones now glow (stonepillars/goon-flock#51) * Flockdrones now glow * Let's do non-medium lights for now, because performance is important * Flock Compute Base (stonepillars/goon-flock#33) * Compute resource start * Removed power - tile groups still there * speeeling Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * code review * made a bunch of loops over lists typecheckless for efficiency Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * prevent cancel from applying cooldown (stonepillars/goon-flock#56) * Fix using Concentrated Repair Burst ability on drones with full health (stonepillars/goon-flock#50) * prevent usage on drones with full health * use early return * improve code style * give flockmind and flocktrace layers (stonepillars/goon-flock#55) * Fix designating as enemy things that shouldn't be designated using the Designate Enemy ability. (stonepillars/goon-flock#49) * fix designating flock * use early return * add intangible check * improve code slightly * Added ways to cancel tealprints (stonepillars/goon-flock#37) * Added a right click cancel option to tealprints * Changed cancel verb to an alert and added UI cancel button * Removed debug * brackets * Prevent creating tealprints on tiles that have something with density (stonepillars/goon-flock#57) * restrict tealprint creation * change message * Anchor Flockmind rift (stonepillars/goon-flock#60) * anchor rift * improve code style * remove line * Restrict Flockmind rift placement (stonepillars/goon-flock#54) * restrict rift placement * return values * Remove flockbits from panel (stonepillars/goon-flock#65) * allow ability to undesignate (stonepillars/goon-flock#70) * Makes flock using announcement computers come out garbled (stonepillars/goon-flock#73) * add nametags (stonepillars/goon-flock#76) * Allows flockdrones to convert human computers (stonepillars/goon-flock#62) * Allows flockdrones to convert human computers * Fixed a runtime and rift conversion not setting flock ownership * Added compute generation to tooltip * Added holographic screen and several more patterns * Attempt to factor out infinite loop * Flock structure names should not be proper * just link it directly to process * Re-minified the bundle, jesus Co-authored-by: github-actions <github-actions@github.com> * fix not being able to designate space tiles (stonepillars/goon-flock#82) * fix catwalk conversion (stonepillars/goon-flock#81) * Fix depositing resources to a tealprint when you have none (stonepillars/goon-flock#83) * fix contributing when you have no resources * use less than * fix attacking drones not registering (stonepillars/goon-flock#86) * fix barricade sprite being missing (stonepillars/goon-flock#90) * fix wrong intent being shown on hud (stonepillars/goon-flock#84) * Fix putting grabs in the disintegration reclaimer (stonepillars/goon-flock#91) * fix equipping grabs * remove unnecessary check * fix (stonepillars/goon-flock#93) * Fixed multiple flockdrones butchering the same target (stonepillars/goon-flock#95) * Allow structures to give a SYSTEM message on the Flock channel (stonepillars/goon-flock#77) * allow structures to talk on flock radio * make ghost structures talk * cleanup code a little * undo a change * Add Flock protection component (stonepillars/goon-flock#96) * add flock protection component * remove existing attacker message * remove return * Prevents flockminds from teleporting to deleted drones (stonepillars/goon-flock#94) * Prevents flockminds from teleporting to deleted drones * Wait no that's not how ? works * Update code/mob/living/intangible/flock/flockmind.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * prevent flocktiles from being burned (stonepillars/goon-flock#101) * fix sound bugs (stonepillars/goon-flock#99) * make fibrenet full 32x32 (stonepillars/goon-flock#98) * Fix being able to fling Flock floor tiles (stonepillars/goon-flock#100) * fix being able to fling flock floor tiles * use early return * Flock relay now renders over lightswitches (stonepillars/goon-flock#118) * changes flock critter blood to gnesis (stonepillars/goon-flock#111) * add special handling for card_groups (stonepillars/goon-flock#113) * use tgui alert (stonepillars/goon-flock#121) * update flocktrace offer (stonepillars/goon-flock#120) * Fixed flockminds not being able to use certain hotkeys (stonepillars/goon-flock#122) * add missing messages (stonepillars/goon-flock#106) * fix cage health (stonepillars/goon-flock#107) * Improve hit feedback for cages (stonepillars/goon-flock#109) * improve hit feedback for cages * add attack particles * use max health var * call function directly * restrict barricade placement (stonepillars/goon-flock#116) * Add Flockcloset attackby restrictions (stonepillars/goon-flock#115) * add flockcloset restrictions * minor style stuff * change how walls are deconstructed (stonepillars/goon-flock#119) * Unlockable Flock Structures! Also Endgame! (stonepillars/goon-flock#63) * tah-dah * also relays get unlocked at 1000 compute * added a break statement on finding the wanted structure * we do a little coding * achievements and cheats * Update code/datums/abilities/flock/flockmind.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * added friendly name to the unlockable structure datum, instead of calling initial() * whoops Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Prevent Flock stuff from being harmed by Flockdrones (stonepillars/goon-flock#89) * prevent structures from being harmed * extra line * fix commit mistake * fix again * another fix * use component instead * add more stuff * add flock buildings * add flock cages * add flock walls * call parent * fix merge conflict * add flockdrones and flockbits * Fix Flock stuff having no attack delay (stonepillars/goon-flock#108) * fix no hit delay on structures * add delay for floors * add delay for cages * change delay point for floors * allow incapacitor to point blank (stonepillars/goon-flock#125) * fix block shocking you (stonepillars/goon-flock#114) * Allow Flock structures to report when attacked (stonepillars/goon-flock#97) * allow structures to report when damaged * undo mistake * report without requiring nearby flockdrones * use cooldown macro * fix flocktrace death (stonepillars/goon-flock#130) * add flock control panel after rift spawn (stonepillars/goon-flock#129) * flockdrone projectiles can hitting resting targets, and cause a small amount of burn (stonepillars/goon-flock#131) * change health setup for flockdrones and flockbits (stonepillars/goon-flock#128) * Fixes a couple issues with items being awkward (stonepillars/goon-flock#112) * Flock victory destroys all radios (stonepillars/goon-flock#133) * Flock victory now destroys all radios * Corrected comment * Added stun to headset destruction * Makes flockdrone density work properly (stonepillars/goon-flock#134) * lifeprocess ending + density * Update code/mob/living/critter/flock/flockdrone.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/mob/living/critter/flock/flockdrone.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Allow for Flockwalls to be breakable (stonepillars/goon-flock#102) * allow for flockwalls to be breakable * add attack delay * fix icons not updating * put min cap on health * add attack particles * remove unnecessary spawn * remove comments * increase health * fix merge conflict * fix closet runtime (stonepillars/goon-flock#145) * Fixes AI drones not being able to attack (stonepillars/goon-flock#146) * prevent broken walls from reflecting (stonepillars/goon-flock#142) * prevent buckling of flockcritters (stonepillars/goon-flock#152) * Make minor Flock structure attack adjustments/improvements (stonepillars/goon-flock#151) * make adjustments * add attack particles * more adjustments * Mark people who throw objects at Flockdrones as enemies (stonepillars/goon-flock#148) * allow object throwers to be marked as enemies * use isflock * prevent drones from entering pods (stonepillars/goon-flock#154) * Prevent setting signals for Flockdoors with multitools (stonepillars/goon-flock#150) * prevent setting signals for door * add ? * Flock AI Tweaks 2: Electric Boogaloo (stonepillars/goon-flock#126) * not working lol * holy shit that's better * almost done * mobai is an adventure * much better, range weighting is now normalized * Update code/mob/living/critter/ai/flock/flocktasks.dm Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * Update code/mob/living/critter/ai/flock/flocktasks.dm Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * add nesting icon to control panel * codereview * Apply suggestions from code review bunch of 0 -> FALSE, 1 -> TRUE Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * couple code review tweaks + new pathfinding behaviour for caging * bunch of 0 -> FALSE, 1->TRUE * move behaviour is now faster. * fix for taking control of drones, plus minor tweak to shooting * Fix for drones smashing their face against a wall - pathing was going too fast Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * give flockdrones and flockbits rad immunity (stonepillars/goon-flock#147) * Add floor light sprite and fix flock conversion double converting (stonepillars/goon-flock#159) * Cage all the things (stonepillars/goon-flock#123) * you can cage /obj/critter now. fuck /obj/critter * most of the way there, if only contents would render under instead of over the cube * Fuck the icon layering system * fix bad merging * change obj path to cage * SPAWN also minor fix * indent fix * Code review, plus moving some things up to flock_structure_parent. Also fix takeDamage calls * this was supposed to be in that commit * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * code review + minor change to death * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Update code/datums/flock/flock.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/datums/flock/flock.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/datums/flock/flock.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/mob/living/critter/ai/flock/flocktasks.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/mob/living/critter/ai/flock/flocktasks.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/mob/living/critter/ai/flock/flocktasks.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/mob/living/critter/flock/flockdrone.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/datums/flock/flock.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * code review * fixes Designating someone seems to also designate everyone with the same name stonepillars/goon-flock#44 Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * prevent diffracting dead drones (stonepillars/goon-flock#166) * end floorrunning on eject (stonepillars/goon-flock#172) * fixes runtime on difract in space (stonepillars/goon-flock#179) * fixes runtime on difract in space * i can't spell * Light icon fixes (stonepillars/goon-flock#165) * Add floor light sprite and fix flock conversion double converting * Fixes bad icon_state refs for flock lights, also floor light plane * Change Flockmind death condition (stonepillars/goon-flock#143) * change flockmind death condition * undo a change * undo more changes * Flocktrace abilities (ping) (stonepillars/goon-flock#135) * swapped place-tealprint for designate-enemy and started adding a ping ability * Ping ability: now with sound and componentness * Added ping animation and re-ping on teleport * Fixed outline visual bugs and started adding point arrows * Added arrow and icon * Cleanup * TIME * Initialize -> RegisterWithParent * Added component compatiblity check * Pali review * Pali makes me realise it wasn't even working right anyway * Flockdrones can now eat bells (stonepillars/goon-flock#185) * Fix some Flockdrone healing bugs (stonepillars/goon-flock#184) * fix healing dead drones * fix flockdrones waiting * Fix Flockdrone system integrity showing to be less than 0% (stonepillars/goon-flock#186) * put minimum on flockdrone integrity * add flockbits * adds a tick() call to interrupt (stonepillars/goon-flock#187) * add/change cooldowns (stonepillars/goon-flock#191) * fix being able to damage flock stuff (stonepillars/goon-flock#189) * Fixes flockmind being unable to act while partitioning (stonepillars/goon-flock#193) * Fixed flockmind being unable to act while partitioning * Fixed partition messages * Adds flock cheatmode admin verb (stonepillars/goon-flock#192) * Adds flock cheatmode admin verb * Split cheats * Doing flock cheats admin verb properly * typo * atom property on things (stonepillars/goon-flock#198) * atom property on things * cooler name * centre the light sprite properly (stonepillars/goon-flock#200) * Tile designation fix (stonepillars/goon-flock#139) * that was easy * moves the highlight onto the lighting layer, because crime pays * Ensure tiles without lighting have a fallback (basically just space tiles) * Apply suggestions from code review Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * removed extra param from image() Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Adds bounds checking to large flock structures, plus ability to deconstruct flock stuff to clear space (stonepillars/goon-flock#188) * This started off as just bounds checking... * we doin this a new way now * nice color * adds decon AI task * deconstruct chairs you useless brocoli * working on everything but walls * annotation fix * working now! thanks leah :D * Few minor tweaks * Convert lists of jank to HAS_ATOM * fix minor cheat error * Update code/datums/flock/flock.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Add cost to floorrunning (stonepillars/goon-flock#194) * add resource cost to floorrunning * remove left in comments * add checks * add decon toggle, fix AI behaviour to use it (stonepillars/goon-flock#205) * Flock protection comp blah (stonepillars/goon-flock#163) * allow component to handle projectiles * allow component to account for thrown objects * Update code/datums/flock/flockprotection.dm * normalize protection component args and refactor * decouple components even harder * auxtils why didnt you find this damnit * ok use properties now * we do a little casting Co-authored-by: FlameArrow57 <53062374+FlameArrow57@users.noreply.github.com> * Revert "Flock protection comp blah (stonepillars/goon-flock#163)" This reverts commit 98cb4da. * Added icon for flock deconstruction ability (stonepillars/goon-flock#209) * Flock antag popups (stonepillars/goon-flock#138) * Started to add antag popups for flockminds and traces * Added antag popups for flockmind and flocktrace * Actually no, just pasting a bunch of ability descriptions here is silly * Emphasis * Whoops that's not a flocktrace * Fixed flock popup wiki links * Whoops I left those in * Add Flock atom property to Flock structures (stonepillars/goon-flock#207) * fix flock converter not working right * apply flock atom property to structures * Make every health-based Flock thing repairable (stonepillars/goon-flock#183) * make more flock stuff repairable * use flock atom property * undo something * Flockdrones stare at birds occasionally (stonepillars/goon-flock#180) * Copies the proper bird stare stuff into a fixed commit * Update code/mob/living/critter/ai/flock/flocktasks.dm Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * code review * Revert "Merge branch 'master' into bird_stare_3" This reverts commit 14ecffb4769e6e04b75cc4b1d44f0739b7bdab99, reversing changes made to 6cf6111. * still doesn't work, but at least it's merged now * call your birb parents Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * Remove Flock critters that leave the station z level from their Flock (stonepillars/goon-flock#212) * remove those that leave z level * remove comment * undo a mistake * Fix floorrunning bugs (stonepillars/goon-flock#92) * fix floorrunning bugs * add another case * fix mistake * remove if check * use qdel() * remove var/ in parameter * fix drones not coming out of destroyed tiles * fix moving through occupied tile turning it off * fix merge conflict * make suggested change * fix merge conflict * fix merge conflict * atom to obj * fix floorrunning through broken flockwalls * fix drones not coming out of destroyed walls * fix another case of moving through broken walls * fix throws hitting drones * fix a case of floortiles not turning off * fix case of moving off tile turning it off * adds flockpanel icons for observing and deconstructing (stonepillars/goon-flock#214) * Moves the target reset from sequence to aiTask (stonepillars/goon-flock#213) * Moves the target reset from sequence to aiTask * Okay let's not do that actually * Gnesis turret (stonepillars/goon-flock#110) * init * part working, firing syringes with nothing in them. needs icons * projectile works now, some icon changes * Couple tweaks, flock_structures are made of gnesis now * adds unlockable and cost * Indent error from merge * Update code/obj/flock/structure/gnesisturret.dm Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * code review, bugfix for shooting at things in cages Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Flockdrone menu (stonepillars/goon-flock#181) * Flockdrone context actions, implemented move * Added convert, capture and barricade context actions * Made context actions actually check if the target is valid * Added shoot context action * Made flockmob input make sense * Oh gods indent that * Whoops don't try to capture that floor * critters Co-authored-by: Amelia Pollard <amylizzle@users.noreply.github.com> * Amy review * Added failure messages to flock AI override tasks * no flock targeting * Adding some icons * Added icons for all flock context actions * TRUE Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> Co-authored-by: Amelia Pollard <amylizzle@users.noreply.github.com> Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * drop resource cube instead of scap (stonepillars/goon-flock#217) * fix walls by flockdoors not updating properly (stonepillars/goon-flock#216) * change deposit success color (stonepillars/goon-flock#223) * check for null z level (stonepillars/goon-flock#222) * fix being able to teleport flock closets (stonepillars/goon-flock#224) * very important (stonepillars/goon-flock#232) * Standardize material across Flock stuff (stonepillars/goon-flock#230) * material stuff * Update code/obj/window.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Add proper disposing for Flockdrones and Flockbits (stonepillars/goon-flock#221) * fix flockcritters not being disposed right * check for flock first * shut up you stupid birds (stonepillars/goon-flock#245) * Change how annotations are updated (stonepillars/goon-flock#197) * change how annotations are done * remove var/ * related bug fix * change deconstruction annotations * prevent converting reserved tiles * add disposed checks * clear annotations on death * Fix rallying over long distances (stonepillars/goon-flock#252) * rally init * Fixed movement tasks failing after 5 ticks ?!! * this was a pain (stonepillars/goon-flock#254) * Make flocktraces be antags (stonepillars/goon-flock#249) * init * moved it to a better place * Add Flockmind promotion framework (stonepillars/goon-flock#243) * allow flockmind promotions * move code around * change visibility for flock (stonepillars/goon-flock#255) * Flock relay now blocks shuttle calls and recalls the shuttle if it is in transit (stonepillars/goon-flock#246) * Flock relay now blocks shuttle calls and recalls the shuttle * Reverted shuttle message changes * Allow drones to attack pods (stonepillars/goon-flock#250) * Allow drones to attack pods * Pods now have enemy markers * allow walls to be off (stonepillars/goon-flock#256) * Cut relay charge time to 6 minutes and added an announcement (stonepillars/goon-flock#263) * Prevent flockdrones from admin messaging on attack after spawning (stonepillars/goon-flock#260) * change resumabilities (stonepillars/goon-flock#258) * Fixes drones still moving when controlled (stonepillars/goon-flock#259) * Probably fixes drones still moving when controlled * Fixed ai getting stuck with a zero length path sometimes * Replaced a walk with a stop_move call in flockbit login proc * quick fix to not move bits onto dense tiles (stonepillars/goon-flock#265) * quick fix to not move bits onto dense tiles * fix potential runtime * Flock protection comp blah (stonepillars/goon-flock#206) * allow component to handle projectiles * allow component to account for thrown objects * Update code/datums/flock/flockprotection.dm * normalize protection component args and refactor * decouple components even harder * auxtils why didnt you find this damnit * ok use properties now * we do a little casting * attackby -> attack * make it werk better * move prop to new * viewers * Update code/datums/flock/flockprotection.dm Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * Apply suggestions from code review Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * fixes * update comsig docstring Co-authored-by: FlameArrow57 <53062374+FlameArrow57@users.noreply.github.com> Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * move shared stuff to /obj/living/critter/flock (stonepillars/goon-flock#267) * Flock walls in 3/4 (stonepillars/goon-flock#268) * flock perspective walls start * some runey stuff * more stuff done * more done * almost done * god that was so much more effort than it should have been * make windows 3/4 too * tweaks * undoes flamearrow's broken walls thing because no new sprite. Sorry! * darker = better * cleaner special_desc strings * ew 4spaces * fix sprite (stonepillars/goon-flock#273) * Prevents beepsky from opening featherdoors (stonepillars/goon-flock#264) * Prevents beepsky from opening featherdoors * a comment * Let beepsky pass through friendly doors :) * fuck runtimes (stonepillars/goon-flock#277) * scary AI code * Drone control icons (stonepillars/goon-flock#276) * Added sprites for flockdrone control icons * Added control icons for flockdrones (very jank currently) * Icon changes * whoops those were backwards * proc call overhead is not real and cannot hurt you * More anim fixes (stonepillars/goon-flock#279) * Fixes stonepillars/goon-flock#271 * Fix stonepillars/goon-flock#269 by making rummage only active when you aren't eating * Fix stonepillars/goon-flock#272 just cos * nice procs instead of code dupe * whoopsie (stonepillars/goon-flock#281) * Restrict some Flock stuff from being marked for deconstruction or deconstructed (stonepillars/goon-flock#275) * add restrictions * use macro * Flock gamemode work (stonepillars/goon-flock#280) * Started to add flock gamemode completion * Objectives and victory messages * Made flock round end tracking less dumb * whoops runtime * mysterious Co-authored-by: Amy <amylizzle@users.noreply.github.com> * acknowledge that I only have myself to blame Co-authored-by: Amy <amylizzle@users.noreply.github.com> * Fix not being able to convert Flock lattices to floors (stonepillars/goon-flock#274) * fix lattice conversion * fix lattices not being deconstructed * Better wandering (stonepillars/goon-flock#283) * way better wandering behaviour, plus fix janky old wander code * tmpturf->T * flocks no longer metabolise chems (stonepillars/goon-flock#287) * prevent flockcritters from being moved (stonepillars/goon-flock#61) * Give Flockdrones and Flockbits health icons (stonepillars/goon-flock#253) * add health icons * merge stuff * move some icon updates to parent * merge stuff * more merge stuff Co-authored-by: github-actions <github-actions@github.com> * fix (stonepillars/goon-flock#296) * Makes pinging turfs a little less weird (stonepillars/goon-flock#297) * Rework and improve item absorption (stonepillars/goon-flock#270) * item absorption modifications * reduce resources absorbed per health * fix items health being reduced if dropped * ignore spacecash amount * rename variables * allow for flock to be added * Efficient AI please * move max fails less * Make the move thing only have super long paths for rally * better variable names * adds bonus range to targettable tasks * wander fix, because atomised prs are for sensible people * hey maybe don't check every atom in range ya dingus * oh that's what was wrong * precondition refinement * codereview * locs that are objects mean you're not in view * position updates when you're getting eaten * yeah alright * Fixes very threatening walls (stonepillars/goon-flock#298) * Fixes very dangerous walls * Turns out a lot of stuff was broken * obj critters exist :pensivefrog: * comments * Flock annotations refactor (stonepillars/goon-flock#288) * Unified flock annotations * Update code/datums/flock/flock.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Refactored drone control release procs * macros * Some message changes * cursed use of || Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Flame review * flame review 3 * Flame review 4 * Flame review 5 * Flame review 6 * Flame review 7 * Update code/datums/flock/flock.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Revert release_control changes because atomized PRs * Missed a couple of lines * Update code/datums/flock/flock.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Fix some dormancy bugs (stonepillars/goon-flock#293) * fix bugs * move to parent * fix context menus showing for dormant drones * prevent dormantizing on another z level * use proc * undo accidental whitespace removal Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Minor balance change (stonepillars/goon-flock#299) * no building before 10 drones, higher absorbtion rate * complexdronecount Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * missing bracket Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> * Fixed some flockdrone absorber jank and nerfed paperbin health (stonepillars/goon-flock#301) * Properly handle Flockmind and Flocktrace suicides (stonepillars/goon-flock#290) * handle suicides * remove comment * remove something * use removestructure * use parent proc * Lets the flock convert the mainframe (stonepillars/goon-flock#302) * Make complexDroneCount() not stupid. (stonepillars/goon-flock#300) * associative lists, as anything, length() * Update code/datums/flock/flock.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * i cant merge if i had a gun pointed to my brain Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Prevent multiple of the same name from being given to Flock entities (stonepillars/goon-flock#199) * prevent duplicate names * add back name * undo a change * add infinite loop protection * fix mistake * another mistake and cleanup * another mistake * pick name based on type * revert * add debug * revise * use . instead of : * add traces to names list * add check for repicking name * Fixes deleted enemies causing runtimes * Fixes deleted enemies causing runtimes * Update code/datums/flock/flock.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Update code/datums/flock/flock.dm Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> Co-authored-by: stonepillars <65367576+stonepillars@users.noreply.github.com> * Basic cleanup (stonepillars/goon-flock#294) * cleanup stuff * add back some comments * undo mouse_opacity change * missing/wrong ai task info * more minor code cleanup * add defines * zero to FALSE * for loop optimization * booleans for flockdoor * add proper indentation * use defines * comments * more cases of proper indentation * flock windows * special_desc early returns * remove stat panels * remove accidental merge thing * some split_into_bits stuff * add back some comments * ai task comments * radio * radio again * clarify more * Added ping sound file to sound cache (stonepillars/goon-flock#313) * you need FLOCK (stonepillars/goon-flock#312) * fix race condition with paper bins (stonepillars/goon-flock#310) * fix race condition * i am dum * Flock control panel now only sends relevent data (stonepillars/goon-flock#305) * Flock control panel now only sends relevent data * stonepillars review * uncurse tgui bundle Co-authored-by: github-actions <github-actions@github.com> * gib structures on suicide (stonepillars/goon-flock#311) * add flock to the admin changelog * merge_upstream failed hard let's do it manually * Update code/datums/abilities/flock/flockmind.dm Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> * Update code/datums/abilities/flockdrone.dm Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> * Update code/datums/abilities/flock/flockmind.dm Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> * Lets admins spawn flock rift in space (stonepillars/goon-flock#320) * Adjusted some ability timings (stonepillars/goon-flock#318) * Feedback on casting abilities on dead drones (stonepillars/goon-flock#317) * Refactors pathing and featherdoor access (stonepillars/goon-flock#315) * Refactors pathing and featherdoor access * Flame is scared of comments * assoc list gud (stonepillars/goon-flock#314) * assoc list gud * add comment * Defines flockdrones as restrained (stonepillars/goon-flock#319) * Defined flockdrones as restrained while floorrunning * can_throw * The Rename (stonepillars/goon-flock#316) * Apply suggestions from code review Co-authored-by: Azrun <goadster@gmail.com> * Removed some unused procs (stonepillars/goon-flock#322) * Azrun Code Review - Achievements (stonepillars/goon-flock#324) * azrun comments * mini refactor * oops * Ternaries bad, || good (stonepillars/goon-flock#326) * cognition for flockbits (stonepillars/goon-flock#323) * I think this is what Azrun meant (stonepillars/goon-flock#325) * Fixes some grab jank (stonepillars/goon-flock#321) * Fixed flockdrone antigrab and made pins work on flock tiles * Flame review * Refactor a little and fix some stuff * No blocks when grabbed * Update code/mob/living/critter/flock/flockdrone.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * pRoC cAlL OvERhEaD Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * make flocks float * validate flock structure datums * apparently, my linter didn't pick that up. fuck * Added copyright message to flockpanel (stonepillars/goon-flock#330) * Made a comment better (stonepillars/goon-flock#331) * Moved flock components into components folder (stonepillars/goon-flock#329) * Moved flock components into components folder * Comments * Update code/datums/flock/flock.dm Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> * Update code/datums/flock/flock.dm Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> * Update code/datums/flock/flock.dm Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> * Update code/mob/living/critter/flockcritter_parent.dm Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> * Update code/obj/flock/structure/flock_structure_ghost.dm Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> * Update code/obj/flock/cage.dm Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> * Update code/obj/flock/structure/flock_structure_parent.dm Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> * girder stuff (stonepillars/goon-flock#327) * remove redundant loops because turfs are morbin * Switched mass driver to use floating atom prop (stonepillars/goon-flock#335) * aloe review (stonepillars/goon-flock#333) * Revert nerfs to flockdrone absorption (stonepillars/goon-flock#334) * Revert nerfs to flockdrone absorption * Remove completion bonus and add flockbits to rift * Allow flock to work as a random event antag (stonepillars/goon-flock#336) * allow flock to work as a random event antag * Rename stinky global * Anti-birdwatching balance (stonepillars/goon-flock#339) * Makes flock conversion break station cameras * No tracking flock either * Atom prop * Cage + Turret Cost Balance (stonepillars/goon-flock#338) * Balance * Update code/obj/flock/cage.dm Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * remove comment Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> * Added attack feedback to flock structures (stonepillars/goon-flock#337) * Added attack feedback to flock structures * Fixed some stuff twitching when it shouldn't * Apply suggestions from code review Co-authored-by: Amelia Pollard <amylizzle@users.noreply.github.com> Co-authored-by: TobleroneSwordfish <jonathan.hall859@gmail.com> Co-authored-by: github-actions <github-actions@github.com> Co-authored-by: TobleroneSwordfish <20713227+TobleroneSwordfish@users.noreply.github.com> Co-authored-by: Ryan <53062374+FlameArrow57@users.noreply.github.com> Co-authored-by: frawhst <67879783+frawhst@users.noreply.github.com> Co-authored-by: Azrun <goadster@gmail.com> Co-authored-by: ZeWaka <zewakagamer@gmail.com>
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Labels
[BUG]
Description
Items with a material lose their material color when taken out of the absorber.
Steps to reproduce
Expected Behavior
For the item to maintain its material color.
Additional Information & Screenshots
No response
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