Second attempt at removing boxes from merchants - due to wrong checksum for travis had to revert everything and try again. Hope I didn't fuck up again. All the feedback from previous PR should be accounted for.
This pr adds some depth to the citizenship and religion choices at the character setup.
Citizenship will now affect your loadout and mission as a consular officer.
Religion will now affect your chaplain's religion name, bible name and sprite.
Selecting any option will bring a small lore pop up for citizenship and religion choices.
Spawns the rescue pods survivors with a GPS
Gives a ID to the pod-smuggler
Removes the prefix/suffix from the entered name if someone accidentally enters it
Makes the appearance changer configurable (so it´s possible to determine by spawnpoint what someone should be able to change about the char)
Makes the first part of the name prompt configurable
Adds species overrides for ghost-spawner equipment.
Fixes a bug with belt items being spawned twice.
* Added a drill to the survivor pod
* Fixed a bug which caused a spawner with unlimited slots to disable itself after the first spawn
* Fixes a bug with the CCIA Equipment. #Fixes #6844
* Added a verb to despawn to admin mobs
* Removed the human respawn delay from the visitor/pod survivor
* Prevents Tajara/Unathi from becoming checkpoint guards to avoid the shoe/gloves issue
Loads custom synths from json or SQL as opposed to a txt file. Adds support for multiple borg sprites, ai chassis and custom ai hologram sprites as opposed to one sprite per player. Adds the ability to use custom pai sprites
What:
The mind/memory variable is a variable that is used to store IC notes. Players can add to it at will, using the Add Note verb. The problem, is that they can add to this infinitely. This can be weaponized with macros to generate an infinitely long string. Well, infinite in theory, in reality, this will cause DD to OOM and crash.
Solution:
Capped the length of mind/memory to MAX_PAPER_MESSAGE_LEN (3072) characters. This length is checked when the user attempts to input, and also when the notes are actually edited. The former produces an error for the user, the latter will simply shift the memory contents forward, potentially causing HTML break. But this limit is not likely to be reached via other means.
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)
Depends on #6743
Adds Lance fatigues, male and female dresses to the game.
Select equipment verb additions:
Adds Lancer
Adds Lance Medic
Adds Lance Engineer
Adds Lance Operative
Misc changes:
Reworks outfit datum API to allow for belt, accessory contents similar to backpack API. Adds ability to add holstered weapon
Refactors bottle API, cleans it up removing redundancy and duplicated code. Adds ability to define multiple reagents and their volume for the bottle.
Adds Dexalin Plus bottle, Epinephrine bottle, Spaceacilin bottle.
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
-replaces the sprites of the guns that were pretty much justreferences to guns in real life, like the uzi and the dragunov, with new future sprites made by kyres
-adds the hand cannon
-makes some guns cheaper at the merchant
-fixes a broken message with the prank guns
-added a small animation when someone is hit by a blaster projectile
Intent of this PR: make factions actually matter.
How we're going to do this:
Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
Modifies the Handheld Health Analyzer's readouts a little.
Firstly, it displays if someone is malnourished or dehydrated.
Secondly, it changes the numerical damage values you get if you scan someone into words, this prevents doctors from screaming "OH YOU HAVE 0.3 TOXINS", which doesn't really make sense in any term of lore standards. I guess. Lmao.
Thirdly, it removes the weird "Anatomical damage detected" lines, because those are literally just repeats of the damage values you're already getting.
Adds a bit of what is related here: https://forums.aurorastation.org/topic/11941-antagonist-rework-20/
Pretty much, adds a couple of gear crates that mercenary teams, seeking to do a lore related gimmick, can buy by pooling their crystals. Right now, it is just adds a couple of human related factions, such as eridani, sol alliance, elyra and the frontier.
This pr changes how telescience works; instead of just teleport things with zero risk or consequences, telescience will now create two portals, one in the telepad, and the other in the location.
Why?
Telescience has always been a really problematic part of the game, causing a lot of fuckery over the ages. It is pretty much riskless, besides some possible explosion, limb loss or whatever if you fuck up, but if you somewhat knew what you were doing, you could steal shit, and just teleport bombs or whatever upon your victims.
Now, telescience has some risk and difficulty attached to it. Since, for the scientist to steal/kidnapp/save someone, they must enter the portal, which puts them in the location of where they want to reach. It is also possible for the people that can reach the portal to end in the telescience lab, allowing for some counter play.
This pr aims to implement a bunch of the work done by Amoryblaine (found in this thread https://forums.aurorastation.org/topic/11698-amorys-sprites/)
Adds new sprites for the tactical gear available in cargo.
Adds new, green, sprite for the military belt, the old red one is added as a specific syndicate variant.
Improves the sprite of the ushanka, adds the old one as a variant by request.
Adds rolled down sleeves states for two sol uniforms, adds sol tactical helmet and heavy armor vest.
Adds a TCFL jacket to the loadout.
Changes the flipped sprites of most caps to be leaning rather than straight.
Makes the visors of biosuits transparent.
Recolours the security biosuit from orange to pale blue.
Recolors the hip holster to be black.
Makes the tactical gas masks eyes transparent.
Tweaks the red and blue bandanas to be less bright.
Adds some missing balaclava sprites, Improves the look of rolled up balaclavas.
Makes the security berets more fitting with the standard blue one.
* 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 adds timers sanity checks with stack tracing of where it was called. Check are:
If timer had no callback(crashes timer)
If timer was called with negative wait time. Converts time to 0 and gives call stack.
If timer was called on deleted or about to be deleted object. Still runs, but gives call stack
If timer had infinite or more wait time. Crashes timer
Adds sanity check to beams for timer wait time.
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().
-adds framework for weapons based martial arts, implementing a very basic swordsmanship
-makes the martial art books more modular
-fixes some minor issues with some of the martial art code
-adds amohdan swordsmen gear, to be used in a future event/sold by the merchant
- fixes#6083
Fixes#5746Fixes#6017Fixes#3915Fixes#5987Fixes#2151
When using the mech teleporter now, if you attempt to teleport into a wall or dense object, the mech will create a large emission at the area before being sent elsewear, causing hallos damage.
Absolute pathed virus2/effect.dm
Fixed a absurd range for cell drain
Fix's Minor mapping issues
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.