Reverts changes done by Nanako to the vehicles, trams, and trolleys; and updates the existing maths to work IAW the updated movement system.
And yes, this is tested and working.
I've implemented compensation for this issue. Whenever world.time overshoots the movedelay, the remainder is subtracted from the next movedelay. This keeps movement speed consistent and actually smooths things out a bit. It doesn't completely solve the problem, but it keeps travel times accurate to within 1 decisecond and prevents it from growing and compounding over long distances.
Blacklists a lot of iconless things and base classes
Fixes a pretty critical infinite loop with cargo spawning that was crashing the server
Moves posters out of the signs spawn and into their own, spawns them properly in the item form.
Removes disease analyser from scanners
Reduces weights on various weapons and traitor items
Some other minor tweaks to weights
remove job restrictions from jackboots until more boots are added
add glowsticks and illegal gun crates to cargo, which is locked behind the supply contraband system
Fixes the mousebeam for more gibbings and ensures that nowhere is safe.
Fixes the multipliers because fuck.
Makes the night lighting process not runtime if night lighting is disabled. Note to Bed: del()-ing processes is bad, they should be disabled instead.
Refactors the Server Greeting datum to do majority of the processing clientside. No longer will we be holding massive spans of text in memory, and looking over them for shits and giggles.
A number of bugfixes and under-the-hood tweaks. Nothing here needs changelog, and shouldn't really be noticed by players:
Fixes vehicles using stamina or moving faster when in sprint mode.
Fixes getting footstep sounds when driving a vehicle.
Changes cargo trains to use forceMove instead of move, for towing cars behind them. This fixes an issue where the train would become disconnected if the engine moved too fast.
Completely divorces vehicles from using mob speed vars at all, speed is defined on a per-vehicle basis.
Removes knockdown from sprinting exhaustion. Characters will now stop sprinting before they collapse.
changes:
rscadd: "Added a button on APCs to set the area lights to a 'night-mode' which is dimmer and saves energy."
rscadd: "Added an automated system to turn 'night-mode' on in hallways between 6pm and 7am in station time."
New feature! Toolboxes that are full of tools hit much harder, stun, and make a satisfying thunk. But they'll spill their contents everywhere, it's a one-shot thing
Fixes unathi being able to spam devour, and eat through faceplates
Slightly buffs IPC sprinting as requested by cake
changelog:
rscadd: "New implementation of magnetic door locks, can be found in armory and eng secure storage."
soundadd: "Added hydraulic servo sounds."
devchangelog:
New helpers
Added check_neighbor_density(turf/T, var/dir) which checks if anything dense is on a tile next to T and return 1 if it is
Added is_type_in_view(var/type, var/dist = 0, var/center = src) and is_type_in_oview which will make a list from view and and return 1 if something matches the declared type
Adding the Kneebreaker Hammer to the code, a blunt weapon which does the same amount of damage as a metal baseball bat and can be used to pry doors while fitting in a satchel and on the belt, quite comparable to an e-sword, due to eventually become a traitor item when the coders are done with Stuff.
Porting our oldcode biosuits as well, when I made some checks, those who chose to comment unanimously agreed the old suits were better.
Adds directional audio for explosions and fixes a variety of sound issues with them.
Adds screenshaking for explosions
Tweaks volumes and adds missing sounds for several window/airlock interactions.
Also fixes some runtime errors here and there which were discovered during testing, mostly just adding safeties
Things done:
Created several random objects, that can be used to randomize loot in the maint or other places. Several items, some rare things and other random useful or not objects.
Added a svd gun with its own snowflakness, to replace the heister's lwap, but, they will get an extra energy gun to compesate.
Added tracksuits, stunrod, new sprite for the rapier, a new sword flavor and the old cane sword.
Changed the heister ship armory; two random melee weapons, the dragunov with an extra mag and a random energy gun.
Changed the chances of ghetto guns going bad.
Replaced the carbines in the ert area with energy pistols, so, they can make use of the holsters.
Clumsy people may have trouble with glowsticks now.
This PR is intended to make working in cargo more interesting, and more like a real warehouse experience. IE, the place is an aladdin's cave full of wierd knicknaks and useful oddifies.
User Changelog
rscadd: "Gave detective a colourable trench-coat, solving the Dick Tracy Dilemma."
tweak: "Wooden closets now have a slightly larger capacity, indicative of their greater size."