changes:
Atom types can now define custom adjacency code for the smoothing system.
Walls now draw using the generic icon smoothing system.
Walls now pre-bake colors into their icons instead of doing it client-side with the color var.
Walls can now use the SSoverlay appearance cache; wall icon updates should be faster.
The "rusty" wall type now actually works.
Smoothing now uses mutable_appearance instead of image in some places.
Should be a bit easier on clients, though I haven't done profiling.
This PR breaks 510 compatibility.
Adds an unique type of meat to the cavern dweller, with hyperzine, giving people a reason to hunt them down like carp. Also, replaces the old sculping block sprite with one that shares the same color of our mineral walls.
Adds wielded sprites for the assault rifle, bullup carbine and the AM rifle. Empty sprites for some pistols and also fixes the decloner dealing no damage at all.
Hoists now release hoistees if they wriggle out somehow. Shouldn't happen anyway, but consistency_check should handle any odd shenanigans.
Silicons should be able to be hoisted. Buckling wasn't anchoring them, for some strange reason.
Fixed a bad message, where [user] was used instead of [usr].
You can't directly unbuckle people from hoist hooks.
Fixes an issue where the crew monitoring map would say it was unable to connect to TCOMs when there was no one with suit sensors on but it could still connect to TCOMs.
Reduces the damage taken from shocks, so people won't be husked by bumping into any airlock. Also adds the features of human/electrocute_act to the human proc, so, there is no need to call the carbon proc.
Adds hoists! Traverse Z-levels in style!
Use a hoist kit to deploy it on the same tile as you, in the direction you're facing.
Drag an object or mob to the hoist clamp in order to attach them to it.
Left click on a hoist to move up or down, depending on its current direction. This will also pull anything attached to the clamp along with it.
When the clamp is blocked and can't move up or down further, it will automatically switch direction.
To disconnect someone (or something) from a clamp, drag the clamp to the tile you want to put them on. It must be within one tile of both you and whatever is attached to the clamp.
When you're done using a hoist, you can collapse it back into a hoist kit with the Collapse Hoist verb, for easy transportation.
Hoist kits are not available on the map, so they have to be spawned in.
It is preferred to use hoist kits instead of directly spawning a hoist, where possible, when testing.
changes:
Body marking icons are now cached in SSicon_cache.
Renamed the body-hair cache (used only by Resomi) to make it more clear what it is.
Humans now use SSoverlay for applying overlays, though they force-compile instead of waiting for it to tick.
Fixed a bug where getFlatIcon() did not work properly with SSoverlay overlays.
Canes and concealed canes have the same size, also fixes and re-adds their old update icon proc. And also, probably fixes beepsky attacking the hos dog.
changes:
Parallax now actually moves properly on Move().
Parallax movement can now be toggled as a preference.
Merged all movable/Move() overrides for performance reasons.
changes:
Replaces a lot of in-world loops with more specific lists.
Recipes are now copied in SSmachinery/Recover()
Fixed bad sorting on all_areas list.
Added skeleton Destroy() to SMESes as they did not have one and are failing to GC.
Seems to shorten SSatoms init a bit, maybe from removal of in-world in MULEs?
changes:
Fixed a bug where non-clothing custom loadout items would not spawn.
Fixed a bug where latejoining AIs would spawn at CC / Cryo instead of the core.
Added more SSjob debug statements.
Fixes#2942.
changes:
Openturf now uses ~200 MB less memory when sunlight is enabled.
Openturf now handles recursive OO copy better.
Lighting objects now update their existing color list if they can instead of creating a new one each time.
The sun can no longer fall out of the sky.
Openturfs should be a little gentler on clients.
Openturf darkening factor can be more easily changed.
Reset-Openturfs no longer hangs SSgarbage.
changes:
Holomaps now use an area flag instead of a proc to determine which areas do not draw on the holomap.
The supply shuttle once more has a roof.
The supply shuttle's landing zone is now dynamically lit.
Turfs only generate visibility updates on Initialize() after mapload - visualnet is not initialized by then anyways.
Merged /datum/gas_mixture/(init) into /datum/gas_mixture/New().
Converted a ZAS proc into a macro.
Made ZAS attempt to remove a turf from a zone instead of always rebuilding it in a certain case.
Macroized two misc procs.
Fixes#2947.
changes:
The station's holodeck is now dynamically lit.
Improved quick-pickup's tick checking & converted to assoc lists instead of if (thing in list).
Fixed an edge case where openspace overlays would not properly cleanup on forceMove to a non-turf.
Fixes#2941.
Fix the most common RTs from Sunday's testing.
Also works on orebags. Limits their capacity to 200, as anything higher than that breaks the fancy inventory system something awful. Maybe I should write a UT to test and confirm this. Expanding: I don't think TICK_CHECK in inventory procs is a good idea, without fully implementing a non-fancy storage subclass. Non-fancy would just be speedy without all of the fancy inventory orientation bullshit. But CBA to do that now and I'm not sure if it's worth it for the edgecase of drone satchels atm.
Adds the following items:
Mr. Monkey - Oz Auman - theiguanaman2
Maraziite Throw Over - Urzkrauzi Vizili - jackboot
Iron Mask - Urzkrauzi Vizili - jackboot
Fixes#2939 by removing the simple animal mind datum that replaced the assigned_role with animal instead of keeping as it is.
Also, adds apprentices to the wizard antag list, allowing them to use aooc and etc.
Fixes#2803Fixes#2553Fixes#2597 (Couldn't find a cleaner way to make this work, unfortunately. Not all procs-as-verbs can be used as procs.)
Fixes#2498Fixes#2912
As it works currently: Electrocute_act, the proc called when anybody gets shocked, has several problems.
As it is now - it only damages the hand. These changes Allow it to "arc" through one of 6 possible arcs:
*left to right hand
*right to left hand
*right hand to right foot
*right hand to left foot
*left hand to right foot
*left hand to left foot
*Snowflake hand to head to hair to ground fuck the braid
the "arcs" Check the siemens_coefficient of the entry and exit points of the Arcs when calculating damage - So you won't take any damage if you have insulated gloves, and I'm not sure if any shoes have that. but it tries to calculate it anyway. Who knows, Janitor might be buffed.
I've also taken the 60 seconds it took to add the proc to simple_animals. it's just flat damage right now though. I'll probably spruce it up in the future if nobody else does.
The proc shouldn't in theory work any differently if you provided a def_zone for it to target - it'll still just damage the one area. but if no specific area is provided. it'll "arc"
-removes the brute reduction from the regular baseline, because robotic limbs already have those
-reduces the industrial brute resist from 0.5 to 0.8, because again robotics limbs already have some
-fixes industrial and shells head not being tagged as vital and makes their max damage be equal as other external organs
Pretty much fixes hostiles mobs that had a ranged attack being unable to use it if they are controlled by a player, so, we can have human controlled cavern dwellers and combat drones(in case of adminbus).
Also, fixes a broken design that needed mutagen and being able to transfer reagens to species without blood using an iv.
changes:
Added a isopenturf() macro, equivalent to istype(thing, /turf/simulated/open).
Converted most/all instances of istype(/turf/simulated/open) to isopenturf().
Made update_above()' aware of queue status & inlined a proc-call.
changes:
Converted some list procs to macros (why the fuck was islist() a proc?!)
Removed some old sorting procs and replaced their few remaining calls with sortTim() calls.
changes:
Roof auto-gen is now off by default and must be turned on at the area level.
Fixed#2921.
Added a unit test to check if all station areas have a roof.
Slightly tweaked how baseturf is populated; should be functionally the same.
Adds hair_wheeler_s to human_face.dmi, and adds a section for "wheeler"
hair in sprite_accessories.dm.
(I tested this and it works.)
The hairstyle is just a modification of "Mulder", adding some more floof, and making the hair itself a bit more grown out, hiding some of the forehead.
Implements mixed secret as a gamemode. It's another snowflake mode which taps into more snowflake functions. :ree:
Went over all references to "secret" and swapped them for a macro where applicable. SSticker.hide_mode now holds a reference to which type of secret was picked. "random" gamemode will now pick from both secret lists for added randomness!
Implementation of https://forums.aurorastation.org/viewtopic.php?f=18&t=8253
changes:
Clipboard overlays are now a little gentler on SSoverlays.
Ported potential performance improvements for getFlatIcon and listclearnulls from /tg/.
Icon smoothing now clears the base icon by default; SMOOTH_NO_CLEAR_ICON disables this behavior.
Potential SSoverlays performance improvement from /tg/.
Speculative fix for #2826.
Fixes#2832Fixes#2821Fixes#2805
Adds a tint to the bomb suit helmet
Fixes the wizard voidsuit an outdated wizard faction check
Fixes pants don't convering the legs
Fixes hailers showing their messages on the lobby
Reduces the recharge cost of the mounted thermal drill, so, it won't use an entire powercell when you fire it once
changes:
Removed the privacy poll as it is unused.
Observing no longer creates a new mannequin, instead fetching one from SSmobs.
Observer ghosts now have a description again.
Converted new_player.dm to absolute pathing.
Fixed a bad init on holomaps.
Removed a sleep from light fixture Initialize().
Added a queue length stat to the MC panel for Icon Smoothing.
Halved time taken to create lighting overlay objects.
Species & body marking lists are now sorted alphabetically.
Commented out calls to lighting profiler to remove overhead of string interpolation in some procs.
Blood dries instantly if present during mapload instead of setting a timer.
Normalizes some vision flag operations & adds SEE_BLACKNESS to all mobs if the compiler supports it.
Shouldn't break 510 clients even if the server is 511 & using SEE_BLACKNESS.
Should fix some visual glitches with wall-mounted objects being visible when the wall they're on isn't visible.
Removes the chapel and replaces it with a holodeck.
Replaces the old holodeck with a pool/gymnasium.
Properly sets up the holodeck, mapwise. All holorooms have been adjusted to be the appropriate size for the now slightly smaller holodeck (7x10).
The Chaplain now has an office above hydroponics, which has all of his necessary things - crematorium, morgue tray, tools of office, and even a slight semi-confessional for private council.
Adds a chapel to the holodeck, for when the chaplain wishes to conduct a service. Additional holodecks for specific lore-religions are pending.
Adds a gymnasium holoroom.