* Increase error logging to diagnose server conking
* more logging and db retry
* whoops
* rename error() to log_error() to better reflect what it does
Move a bunch of world.log messages to log_error
* Fix compile error
---------
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
* Update the codebase to 515.
* edit that
* WHOOPS
* maor
* maybe works
* libcall and shit
* do that too
* remove that
* auxtools isnt updated so get rid of it
* actually remove auxtools lol
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Mining drones now come equipped with an RFD-M, a tethering device, and a stack of purple flags.
Mining drones can now bump against doors to open them.
Mining drones now have external airlock access.
You can now click-drag with the RFD-M to lay down track.
The charge cost for robots using the RFD-M has been lowered to 200, down from 500.
Mining drones no longer appear as a unique role on the round join menu.
Mining drone lights are now much brighter, and illuminate in a circle around the drone.
The defines now create a subtype under cargo_master for every spawner
proc and use that to define probability and register the spawner instead
of making tons of proc overrides.
This also allows for more flexibility when defining the spawners if
desired.
Adds a admin verb to force a specific away mission.
(So there is no need to dig around the the SSpersist_config controller)
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
Ported the clickcatcher from tg/bay. You can now click black spots to turn. Isn't that handy, especially with vision cones.
Reworked fullscreen overlays into an easier and better system, courtesy of PsiOmegaDelta.
Similiarly, added fadeout animations to all pain overlays, plus unconsciousness.
Fixed the vampire frenzy overlay never showing.
Unconsciousness is now FULL darkness.
Flashing mobs is now an inbuilt proc.
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!
The lifeless live again. Or in this case, what never actually lived here.
Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.
I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.
Changes:
"Shuttle code has been completely reworked."
"Shuttles can now be modified to have more than one destination."
"Shuttles now have a takeoff sound."
"You can now throw mobs against walls to damage them. A lot."
"You now need a neckgrab to throw mobs."
"BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
"Adminghosts can now interact with all shuttles."
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.
Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.
Add new records console and admin record management.
I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
* Fixes Space-Ruin Issues
Fixes Load-Time and Lighting issues on the Space Ruins by moving the loading of the ruins into Atlas
* Reworks the space ruin loader
It´s now based on a json file which allows to set the weight of the ruins, add various tags with a specified weight and restrict the maps the ruin can be used in
* Fixes compile warnings
* Change z-levels in aurora.dm
* Moves the SubSystem
* Changes the player_levels back again since the away mission is now loaded after the z expansion
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
DreamDaemon leaks memory between restarts, which might exacerbate us potentially running out of memory. This allows us to reboot the server every n rounds.
Also refactors the way we handle things that should be saved inbetween rounds. Like gamemode and the restart counter.