changes:
imageadd: "Telecomms machines now have open-panel sprites."
imageadd: "Added a new particle accelerator sprite."
Additional changes:
NTNet relay now has its own sprite.
NTNet relay now indicates its status on its sprite.
Fixes the Select-Equipment admin verb's ERT loadouts not being listed.
This will probably fix all the messed up computer sprites.
Also, update the bar signs to the new bay system, which is better than the old one.
Adds back the honker.
Add rolled down security officer jumpsuit, spritted and requested by Elohi Adanvdo.
Re-adds IPC APC feeding
Removes more of the horror that is type paths in text strings when they don't have to be there :ree:
Fix a bunch of lore blurbs
SQL saving is fixededed
Mark-up REGEX now requires whitespace or line ending/starts between tokens. It doesn't grab tokens surrounded by non-whitespace characters.
Updated the server greeting to only updated saved hashes if a user actively clicks on a tab.
C4 now forces old system for itself, due to raisins.
Admin verb to toggle between global default explosion type. One round only. Requires R_DEBUG or R_SERVER, is hideable.
Changes air alarms to use a bit less snowflake code per alarm type.
Fixes atmos/engineering/RD being unable to unlock the Server Room air alarm.
Minor air alarm message changes.
Adds descriptions to a few objects that lacked them.
Breaker boxes now use <span> tags instead of text macros.
Breaker boxes' description now works correctly.
bugfix: "Global nightmode toggle no longer affects security as was originally intended."
tweak: "Manually turning on nightmode will prevent the automatic system from turning it off."
rscadd: "Added a night-mode control program for the Chief Engineer."
tweak: "Changed how night-mode works internally."
tweak: "Red alert now disables night-mode."
spellcheck: "Slightly changed alert messages."
Fixes#1200
Fixes all the snowflake guns unique to our codebase with multiple firemodes so that they now actually behave correctly. Fixes a few bugs relating to computers, and updates modular_computers to use holoscreens.
Fixes the tools/indentation.awk script to not demand a comma at the end of perfectly valid comments.
Makes it report unnecessary commas in lists.
Readds it to the Travis build list.
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
This PR is intended to make working in cargo more interesting, and more like a real warehouse experience. IE, the place is an aladdin's cave full of wierd knicknaks and useful oddifies.
changes:
bugfix: "Newly protolathed/fabricated power cells now spawn with no charge."
rscdel: "Added entropy to all cell-charging operations."
tweak: "Most chargers are now faster. Cyborg charging stations are significantly slower."
bugfix: "Fixed newly spawned cells showing the incorrect charge state."
A quality of life improvement for synthetics mostly - Allows broken APC covers to be removed with a welding tool. Since synthetics generally don't have the luxury of picking up a fire extinguisher to bash it.
- Now uses percentage instead of fixed value when determining whether charging at full capacity, or only partially.
- Adds new overlay for "Disconnected or No Charge" output status. Outputting overlay is now displayed correctly.
The engine is now mostly operational and should be working. Still need to check it's ability to produce power, that might not work. Or maybe it does. Dunno!
- Exception to this are SMESs that are intended to output - engine room, AI core, atmospherics, telecommunications, all asteroid outposts. This is why map changes had to be made.
- SMESs will now try to balance their inputs and outputs. This will correct the situations where some SMESs charge at full rate, starving other SMESs who are trying to charge from the same power net. In terms of output, multiple SMESs (such as, solar SMESs) will try to provide equal amount of power to the powernet.
- SMESs processing is now slightly different. UI now displays a "Disconnected or No Charge" error when the SMES does not have cable connection to output to, or when stored charge is zero. Once this problem is resolved (either by charging the SMES or by connecting it via wires) it will automatically begin outputting again.
- The only tiny bug i have registered so far is related to number precision. It is possible that powernets may gain or lose few watts (talking about 1-5 watts per powernet at most, it is negligible)
- Instead, they simply won't output until some power is regained.
- This prevents, for example, solar SMESs from shutting down when they reach zero charge when the array is shadowed by the station. The SMES simply won't output any power until the array begins generating again.
- See #11658 - this is just edition for Dev
- TLDR version: Fixes power alarm at construction site, fixes emitter button giving errors about not being connected to cable, unanchors emitters at mining outpost by default.
- Added subtype for inactive APCs as per PsiOmegaDelta's request
- Fixed gridcheck affecting telecommunications central compartment.