Needs fixing:
See how quickly the powernet drains at default load, I thought atmos
went to quickly so I upped the power cell by one level,
Shuttle Tags,
Graphical glitches involving some wires,
There is still some things missing with NanoUI but they are not game
breaking in any way I have seen so far.
Other than that we should be good to go.
Known errors:
* A set of errors tied to updating the fire overlays.
* A single error related to a dischephency between new and old slime
code
* A set of errors related to the recharging of stun batons
* A single error due to old machinery code coming from your grav
generator file
* A single error error from your space cooler code, due to old
atmopsherics code
* A playerpanel warning
* An error tied to extinguishing and old atmos code.
- Addition of Gravity Field Generators
- Added animation for when floating
- Toggle Gravity in Secrets menu only works when a Grav Gen is on the
station
- New debug verb to reset the gravity on the whole server
Because of the way this has been implemented, any Grav Gen on any zLevel
will affect the station level only. I would need to rewrite the whole
movement/gravity system as well.
Something I think can be saved for when we switch from station to
outpost.
Mapping info:
At the start of round there doesn't need to be one on the station as the
original gravity system will be running when the round starts. As soon
as a Grav Gen has been spawned and it has started up (Done automatically
if already on map or spawned using the /station/admin version) It will
take over all gravity simulation.
The main object:
/obj/machinery/gravity_field_generator/main
The one to be place on a map at round start:
/obj/machinery/gravity_field_generator/main/station
The one admins should spawn if they need/want to spawn one:
/obj/machinery/gravity_field_generator/main/station/admin