Changed Stats gathering to include game_id.
Removed a duplicate proc that's never used.
This introduces a breaking chance in the feedback table.
The table should be renamed and recreated with the new schema.
Several minor mapping changes, basically accounting to stringing up christmas lights and wreaths. Some chairs and tables were removed to make way for glorious Christmas Tree. May their sacrifices be well remembered.
Some items that were never made due to the lack of sprite/being hard as fuck to sprite/i forgot. Special thanks for TheGreatJorge for being a based spriters and getting those done.
Medizinercorps armband - Karl Jonson - arrow768
Ceremonial Whip - Rook Jameson - hivefleetchicken
Black Labcoat - LiLITH - ladyofravens
Jeweled Tiara - Sayyidah Al-Kateb - alberyk
Also, removing xelnaga's implant, at his request.
Traps will trigger don't matter if you are walking or running, same with portable flashers.
Also, fixing a missing shotgun box sprite and a the wrong gun in the supply cargo crate.
Basically, missing safety checks. Apparently blood_dna is conditionally defined and filled out. This should stop some surprisingly common runtime errors from life() that we've been seeing.
Bypassed review.
Fixes animal healing with food, which i broke a couple patches ago, and healing animals with medical kits, which has never really worked right
I tweaked the heal values on the kits slightly, this wont make much difference to healing humans, only to healing animals.
Also added a doafter thing to make it a tiny bit more involved.
Also adds a little text for animals to make it visible on examination if they're wounded
Adjusts some more weights and probabilities on cargo items that affect balance.
Fixes adminordrazine spawning.
Tweaks sprinting values a little more. Iterative design!
Reverts changes done by Nanako to the vehicles, trams, and trolleys; and updates the existing maths to work IAW the updated movement system.
And yes, this is tested and working.
I've implemented compensation for this issue. Whenever world.time overshoots the movedelay, the remainder is subtracted from the next movedelay. This keeps movement speed consistent and actually smooths things out a bit. It doesn't completely solve the problem, but it keeps travel times accurate to within 1 decisecond and prevents it from growing and compounding over long distances.
Blacklists a lot of iconless things and base classes
Fixes a pretty critical infinite loop with cargo spawning that was crashing the server
Moves posters out of the signs spawn and into their own, spawns them properly in the item form.
Removes disease analyser from scanners
Reduces weights on various weapons and traitor items
Some other minor tweaks to weights
remove job restrictions from jackboots until more boots are added
add glowsticks and illegal gun crates to cargo, which is locked behind the supply contraband system
Fixes the mousebeam for more gibbings and ensures that nowhere is safe.
Fixes the multipliers because fuck.
Makes the night lighting process not runtime if night lighting is disabled. Note to Bed: del()-ing processes is bad, they should be disabled instead.
Refactors the Server Greeting datum to do majority of the processing clientside. No longer will we be holding massive spans of text in memory, and looking over them for shits and giggles.
A number of bugfixes and under-the-hood tweaks. Nothing here needs changelog, and shouldn't really be noticed by players:
Fixes vehicles using stamina or moving faster when in sprint mode.
Fixes getting footstep sounds when driving a vehicle.
Changes cargo trains to use forceMove instead of move, for towing cars behind them. This fixes an issue where the train would become disconnected if the engine moved too fast.
Completely divorces vehicles from using mob speed vars at all, speed is defined on a per-vehicle basis.
Removes knockdown from sprinting exhaustion. Characters will now stop sprinting before they collapse.
changes:
rscadd: "Added a button on APCs to set the area lights to a 'night-mode' which is dimmer and saves energy."
rscadd: "Added an automated system to turn 'night-mode' on in hallways between 6pm and 7am in station time."
New feature! Toolboxes that are full of tools hit much harder, stun, and make a satisfying thunk. But they'll spill their contents everywhere, it's a one-shot thing
Fixes unathi being able to spam devour, and eat through faceplates
Slightly buffs IPC sprinting as requested by cake
changelog:
rscadd: "New implementation of magnetic door locks, can be found in armory and eng secure storage."
soundadd: "Added hydraulic servo sounds."
devchangelog:
New helpers
Added check_neighbor_density(turf/T, var/dir) which checks if anything dense is on a tile next to T and return 1 if it is
Added is_type_in_view(var/type, var/dist = 0, var/center = src) and is_type_in_oview which will make a list from view and and return 1 if something matches the declared type