changes:
playsound now reuses sound datums instead of creating a new one for each mob.
Footsteps no longer use an in list (...)
Modular computers now beep occasionally (if your client's Ambience pref is on)
Sounds from Bay.
Fixes every issue in #3683. Every single one. I'm sort of scared, given how easy this fix was.
Also changes basic pathfinder behaviour. It will now stop moving/output null as the direction if it can't see its target, instead of continuing moving in the same direction. Might remove this if people don't like the change.
changes:
Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
changes:
parallax_togs now actually gets read from the database instead of just written. Whoops.
AO on turfs adjacent to AO-deny turfs should no longer consider those turfs as AO neighbors.
If a merchant character has cryo as their spawn point and join late, they do not get their gear, this should fix said issue. And also fixes all access ids not getting merchant access.
You no longer have to punch people to reset their overlay. (This bug was noticed with, but is not limited to, shells.)
Shells now have their own face repair surgery.
-adds a desc to all mecha gear that were missing them
-moves the cable layer to tools.dm from medical_tools.
-fixes relative pathing in some mecha equipment files
-adds a mecha plasma cutter, that can be used by ripleys, and a incendiary gun for combat exosuits
-the scattershot weapon should fire pellets now
changes:
Fastboot now turns off AO.
Removed some unused code from atmospheric machinery init.
Removed global list of all lighting overlays as it was unused.
Lighting now tracks the total number of light sources in the world.
Lighting now tracks the percentage of lighting updates done via. instant updates.
Turns out sunlight is a little memory hungry/slow. This disables sunlight via. compile-time define instead of removing it so it can be re-enabled if suitable later.
Nerfs mining making a fuckton of money easily, now you need 1,000 mining points to get 100 credits.
Also, thermal lances are more expensive and you can buy only five of them.
-tweaks cargo random stock a bit, and removes the borg chassis that caused a lot of bugs
-fixed a wrong name in some food trash type
-fixed the slime stunbaton having no in hand sprite
Makes all light tubes & bulbs have colour according to the light they emit. There are 6 preset colours: RGB CMY. Any other color is possible by simply changing the already present brightness_color variable. This PR makes it so it actually changes the color of the item and wall object too.
Added two new colour defines used only along with preset coloured lights.
Coloured lights are only obtainable by random maintenace loot, cargo spawn or trader.
Added box of randomly mixed light colours and box for every preset light colour.
Removed two sets of redundant defines.
Converted light item New() to Initialize() (hopefully correctly).
Made couple tiny tweaks to the lights code.
EDIT, 7. Oct 2017:
When you hit light machinery or item with paint, it will change it's brightness_color var, instead of the color var.
Paint buckets can now paint items and people again.
You can now wash paint off by spraying yourself with fire extinguisher or otherwise covering yourself in water.
EDIT, 8. Oct 2017:
Removed one apparently unused global list.
Converted pain bucket New to Initialize and changed it's pathing style.
Shower can now wash paint too.
Fixed paint bucket sprites to be bit more dynamic and fixed the in hand sprite. Also added bucket lid.