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().
-removes mind control and golem summon from the battlemage, so they can't be a robust combat focused wizard that can also create a legion of followers
-fixes an issue with mind control not taking in consideration the target moving away
-increases the golem spell cooldown
This pr revives and improve one of fowl's project: material golems
Instead of creating the same boring adamantine golems always, anyone with access to a golem rune can now place an offering of materials, and the materials will influence the creation of a certain type of golem.
Each golem has different status and powers:
Steel, Bronze, Iron, Plasteel, Titanium golem: they are slower than the regular human, but take less damage and are more powerful in melee combat, but unable to use ranged weapons.
Cloth and cardboard golems: they are faster than a human mob, take less fall damage, but are more fragile and are weak to fire.
Glass golem: fragile to brute damage, resistent to burn and shocks, has a chance of deflecting lasers. explodes into pieces of glass upon death.
Diamond golem: resistent to burn and brute damage and has a chance of deflecting lasers.
Uranium golem: has a passive chance of irradiating mobs around
Sand golems: sand golems can vent crawl, and they will turn into glass golems when exposed to enough heat or fire
Phoron golem: melee attacks have a chance to set their victims on fire, they explode into a cloud of fire and phoron upon their death
Metallic Hydrogen Golem: weak to being shocked, can shock its victims with meele attacks, can discharge dangerous lighting and recharge powercells and other objects.
Homunculus: an organic golem, not stronger like his cousins, but has most of the advantages that a human and others species do. It can also bring other golems back to life if it can get hold of its brain
Sprites are mostly from tgstation, vgstation and europa.
Removes the phantom global definitions that Fowl found.
Fixes:
Game log in GELF not logging proper target.
Pylon attacks not detecting the actual firer of a damaging bullet.
A message in the mixer cooking machine.
A message in airbubbles.
A use_check sanity check in landmines.
Some messages in psych therapy code.
A view() checkk in psych therapy code.
CCIA being unable to announce incoming faxes in some circumstances.
Language whitelists potentially checking the whitelists of the last person to throw a tray in addition to the pref mob.
Fixes some messages/sounds with some custom items.
Fixes a message with digging into the asteroid.
Fixes electrocution code not properly checking for absurdly long hair.
Fixes a broken message in devour.
Fixes a targeting issue with player-controlled hostile ranged mobs.
Fixes failure behavior for modular RnD guns.
Fixes an intent safety check on gun aim.
Fixes the Harvester knock spell potentially not working.
Made generic empulse_exclusive which takes list of atoms that needs to be excluded.
Wizard disable technology(emp) spell uses empulse_exclusive with caster being excluded from being EMPed. This will allow IPC wizard not damage themselves with cast. But it will still damage other wizard IPCs.
Added screwdriver, crowbar and a wrench to janitor's closet. Fixed#4755
Replaced turrets in ERT ready room with cencomm check turrets. Fixed#4742
This PR implements a system for manipulating a client's color safely and also ports a prioritization system for sorting client color from /tg/. Currently this PR also implements client coloration in the form of color blindness, namely:
Monochromacy
Deuteranopia
Tritanopia
Protanopia
DTP are mild brain traumas, whereas monocrhomacy is a severe brain trauma.
Furthermore, this PR removes the Needs Glasses prompt in character creation, and replaces it with a disability selector, allowing people to more closely refine their special little snowflakes.
Current disabilities available:
Nervousness
Nearsightedness
Deuteranopia
Tritanopia
Protanopia
Deafness
Muteness
Fixes#3742 - someone unfucked the fix again.
Resolves#3740 and resolves#3739.
Fixes#1558 - a 10 month long meme is dead.
Resolves#3720 by making robo-eyes immune only to the eye stinging effects of pepperspray. Let there be equality amongst the synths.
Fixes#3676 - tested, shouldn't break. It was double-calling set_death_timer.
Fixes#3672 and fixes#3658 - that was my bad on not noticing the diff around hologram.icon = icon vs add_overlay(icon).
Fixes#3762 - I'm surprised this didn't fuck over more.
-removes mind swap from the wizard books, because it is really broken right now
-adds different sprites for different levels of bears in the summon bear spell, polar and armored bears
-increases the hp of the avian form
-gives druids access to new spells
-adds the mend would spell; a spell that allows the wizard to close bleeding, heal internal bleeding, broken bones and organ damage by selecting the hurt zone
-adds the resurrection spell, that brings a dead target to life, it will not work if he has been dead for too long
-adds mind bend, that allows the wizard to turn his victim into his lobotomized slave, like the vampire thrall power
-buffs some healing spell, summon bats and summon bear
-adds more wizard related sounds
-adds an emote when someone is firing their eye lasers
-removes the need for word research
-allows nullrods to shatter pylons on hit, to disable forcewalls, close gateways, and turn cult swords in less powerful claymores
-allows ghosts to flicks lights if the round is spooky enough
-renames some cult items
-converts ritual.dm and rune.dm into proper pathing and remove some in world from it
-adds a machine that allows people around it to see ghosts, with some side effects
-manifested ghosts don't count for nar'sie summoning anymore
-manifested ghosts do not use the dummy type anymore, they are their own species with a similar behavior
-visible ghosts can now whisper to people and move small objects around
-fixes #3145
changes:
Organs now use Initialize().
The observe message now shows the configured respawn delay instead of always 30 minutes.
Seed datums no longer have a timer in New().
External organs no longer have a timer in New()/Initialize()
Converted some spawns in organs to timers.
Floor init no longer breaks to plating first for mapped in tiles.
Added the INITIALIZE_IMMEDIATE macro to make Initialize() not wait for SSatoms init.
Mannequins now use INITIALIZE_IMMEDIATE instead of a custom-defined New().
Mannequins (from get_mannequin) now delete themselves if unused for 5 minutes or longer.
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
Ports the newest bay wizard version, with some additions and changes.
General changes:
-ported the newest bay wizard
-wizards can select some school of magic, which also changes their spell selection as whole.
-added several new spells, like raise dead, contracts that bind the person with the wizard, and more.
-added wands, limited sources of certain types of effects/spell, also with their own bad effects for non wizards
-changed the wizard checks to a faction check instead of a mind check
-fixed wizards without certain slots due to race being fucked over due to it
-added new artifacts
-balanced some spells like the emp
-added a lot of new sounds to spell, mostly from tg
-remove horse mask from spell selection, also, you can melt the mask with acid now
-wizard's spell are now displayed at round end like traitors and what they did buy
-also fixes vaurca, and vox, antags spawning without a mask by default
Updates Nar'Sie to respect new Baystation flooring mechanics. No longer will ugly floor decals persist even when their base turf has been cultified.
Harvesters, and in fact all constructs, can now use cult runes. Only harvesters can write them.
Updates the "Change Construct Shell" rune available to Harvesters to actually change the construct shell. Technically it's just an armor() rune, so any cultist can change the shell of their construct. Harvester option will replace the artificer options during Hell Rising events, since a harvester is basically just an upgraded artificer.
Harvesters will cultify turf and objects in a 3x3 square whenever they use a spell, just for more A E S T H E T I C
The wizard den is no longer pitch black.
Fixes targeted spells using the wrong caster/source.
Adds some missing checks using the caster source above.
Re-logging should no longer cause a loss of spell UI icons.
Mind transfer should no longer cause unintended spell loss.