update_icons(), UpdateIcon() and updateicon() are now changed to be update_icon().
Many interactions expect a target to have an update_icon(), so they should all be the same.
Also fixed some stuff that was using relative pathing, along the way.
Reconnecting as a borg will now display you with the correct module on your HUD.
Being reset by an admin as a borg will now show you the right 'nomod' module on your HUD.
Scientific grippers can now grip enough stuff to be able to build mechs.
Science borgs now get cable coils, an experimental welding tool, and wirecutters.
Science borgs now get a fancy new module sprite, sprited by myself, with love.
Spacebikes, speeders, and monowheels now have storage compartments accessible by dragging it onto your sprite.
Spacebikes and speeders now drive a bit faster on non-space tiles.
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.
The druggy overlay has been upgraded.
Ports NebulaSS13/Nebula#619
Also ports CrimsonShrike's colour multiplication code which allows client colours to affect eachother.
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.
* Increase nymph health to 36 (FUCK DECIMALS)
* also increases max health
* changes the health hud's icon path
* fixes the hud always being low
* changes it from gestalt to nymph_health
* adds the diona_health dmi
* more name changes to the dmi
* changelog
* changes the numbers for the health hud again
* Increases nymph health to 54
* updates changelog
* Changes nymph health back to 33.3
* Makes it so this shouldn't need to be changed each time nymph health changes.
* removes a extra piece of code
* STOP FUCKING STOP
* Update changelog
* updates the stat thing
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
* Renames larva_hud to nymph_hud, given nothing else uses this anymore
* changes the dme thing
* changes some more things
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
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.
Ports Baystation12/Baystation12#19992 and Baystation12/Baystation12#27266.
Added a personal shield device to the traitor tools uplink.
Added a radiant shielding aura spell to Battlemage and Cleric.
Added an exosuit shield drone to the mechfab.
This works, but I'm not entirely happy with the sprites. The personal shield has no on-mob shimmer, it uses a mindbatterer grenade as an icon sprite. The wizard radiant spell uses a pretty big and janky sprite as an on-mob, and the exosuit's shield sprite doesn't follow the dir the mech faces, but that one I can maybe fix on my own. If anyone knows about that last one, lemme know, Bay had code for it that we do not.
Goggle overlays like mesons, thermal and science have been made less extreme.
Goggle overlays are now always on-screen, instead of only being a 15x15 block around the player.
Tweaked a hell of a lot of silicon code to make synthetics better.
Synths with scrambled codes that prevent them from being on robotics computers will now appear on Merc camera networks.
Both variants of the engineering borg can now deploy the malf borging machine.
Medical borgs no longer get polyacid sprays, instead getting Wulumunusha CMO Hyposprays, which cause muteness.
You must now be on help intent to use items like crowbars and screwdrivers on borgs. Otherwise you hit them with it.
Slimes are now content after growing into adults or reproducing, meaning they won't attack humanoids for a while afterwards.
The slime scanner has been tweaked to be a bit nicer.
Slightly reduced the damage slimes do.
Clicking a delivery chute with a held animal, such as a monkey, will now automatically deposit them into it.
* Ports a psionic system from Bay.
* Rip out this shitcode.
* shitcoden't
* fixes
* it should work fully now
* Admin fixes
* Remove todos
* remove todos part 2
* Removes psi-armour. We don't need this for now.
* Skrell are now operants. Tweaks coercion.
* Adds thralls.
* Temp removal of psiarmour. Fixes psigrabs.
* Thrall assay.
* fixes
* More fixes
* unused define cleanup
* Log and powers
* Skrell powers are done.
* Update code/modules/psionics/events/mini_spasm.dm
Co-Authored-By: Geeves <ggrobler447@gmail.com>
* Update code/modules/psionics/events/mini_spasm.dm
Co-Authored-By: Geeves <ggrobler447@gmail.com>
* Update code/modules/psionics/equipment/cerebro_enhancers.dm
* did this work???
* jargon
* arrow's fixes
Co-authored-by: Geeves <ggrobler447@gmail.com>
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left