* Store Cargo Load Errors in the DB
* Bump SQL Version number
* Remove displaying db save errors (Already handled by Execute)
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Currently, hearing related stuff is handled in at least three places throughout Life(), and whether a mob is deaf or not is complicated - Handled by an sdisabilities flag, has_hearing_aid() and ear_deaf.
This change consolidates everything into handle_hearing(); whether a mob is deaf or not can be determined just by the value of ear_deaf using isdeaf()
Fixes#9310Fixes#8490
Spiderbots now appear on the radio with the name of the one controlling them.
Mechs can now operate windoors.
Remote mechs can now use mounted health analyzers.
Mech rechargers will now charge the mech on top of them if there is a power change and the power is back.
Fixes#9050
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
The lobby menu now fades in and out smoothly.
Removes the old background object which was left in by accident.
The buttons now get bigger when you mouse over them. Responsiveness!
Added a lowpop gamemode called 'Burglars', featuring a new type of antagonist, a mix between a heister and a traitor. Neutered for lowpop fun.
Added a mixed gamemode, 'Conflict', which is heisters and burglars.
This shit is just full of issues that keep popping up and frankly I can't be fucked to deal with them.
Note: I'll probably do the same thing again but very simplified later on. This iteration is a mistake in how much of a mess it is, unfortunately.
You can now draw from card decks and hands by clicking on them with an empty hand while it's in one of your hands.
Mousing over a card that's next to you, or face-side-up, will show a tooltip of what it is.
Drawing a card from a deck now draws a specific card. Dealing a card to someone will pick the first card of the deck, meaning that it has to be shuffled to be random.
Added an admin verb that ends the round smoothly, displaying the end round card.
Wizard learned spells are now properly displayed at round.
Antags added to gamemodes they don't belong in, now properly update the gamemode's antag template, allowing their things to be displayed at round end.
Fixed a typo in the apprentice pebble spawn-in calling it an 'artificer pebble' in deadchat.
Now this might actually be the last of the ports before I actually code things I swear.
Ports Baystation12/Baystation12#25773 and adds sprinting by holding the shift key, also adding the option to add more movement intents for species with their own slowdown etc etc.
Adds a lock-up detecting profiler to the game, using BYOND's new programmatic access to the profiler.
The idea is that we have an SS that's roughly called every tick. This will detect a lock-up by using world.timeofday. There might be a small issue with midnight rollover but eh. Don't. Really care. A notice is printed for each printout. These can later be processed in Python.
Guess who the baton passes to.
Convert all runes to datums
Rework arcane tome mechanics, holy shit it's terrible
Convert rune effects to actually use rune datums
Add additional effects that are now possible because of non-shitcode code
The AI can now remotely control mechs in its network. It has one mapped in near its core.
Messages received by your old body will now reach your VR body (does not affect Skrell Srom).
Exosuit pilots can now interact with elevator panels without having to get out.
Robotics and RnD can now create remote controlled mechs. The control centre is in the protolathe, while the exosuit upgrade is in the circuit imprinter.
Mechs can no longer be dismantled if it has a pilot in it.
Dismantling a mech now takes a while.
The agent ID card now makes you invisible to the AI when electronic warfare is enabled.
The price of the agent ID card have been upped to 4, from 3.
Agent IDs now have a charge, which lasts for a few minutes. When the charge runs out, electronic warfare is disabled.
Credits to Loaf (the man of many names) from Nebula for teaching me this technique.
Spawned borers now get added to the Ghostspawner menu, allowing players to inhabit them even if they didn't catch the original request.
Borers have gained the ability to survey their host's health, allowing them to better choose when to administer certain chemicals.
Borers now regenerate chemicals even if their host is unconscious.
Awakening psionics now take 15 seconds instead of 10, and the host now gets a message about feeling something bad coming on, allowing them to make a dash to safety and or seclusion.
Skrell returning from Srom no longer eject controlling borers to the lobby by replacing their ckey into the aether.
Skrell no longer spontaneously die when entering Srom on a map that doesn't have a Srom location.
- rscadd: "Incompatible applications are no longer downloaded via the presets."
- tweak: "Reduced/Adapted the size of various applications."
- tweak: "The investigations / generic wristbounds are now enrolled aswell."
- tweak: "Selecting a unenrolled device in the loadout no longer gives you the advanced version of it."
- tweak: "Adapts the modular computer news browser to work with our news system"