Replaced ore radars with ore detectors. It display pings in the darkness when it spots the ore, even through walls.
Mining stationbounds and drones now get ore detectors.
You can now see psi-pings through walls again.
changes:
bugfix: "Crates no longer pass through barricades or other objects that allow small objects (PASSTABLE) through."
refactor: "Crates being lifted (and other timed interactions with objects) now stop being lifted if the crate is moved."
Vampires with victim awareness enabled will no longer drop their victims to the floor.
Stunned people can no longer interact with radios. This means that you cannot use a radio while being bloodsucked.
Clicking the drain blood ability whilst draining blood will now cause you to stop sucking blood at the end of the next drain cycle.
Gaining a vampire power is now displayed a bit nicer in the chat log.
Vampires now have a UI element on the HUD for how much usable blood they have, what their frenzy counter is at, and to suck people.
Removing vampire status from a player now removes their vampire abilities and such.
Vampires now can only suck up until 950 units of usable blood.
Vampire glare now stuns IPCs and cyborgs as well.
Hulks no longer have funky punctuation.
Veil walking now uses your mob sprite instead of a generic ghost sprite.
Triggering veil walking now breaks all grabs on you.
The vampire help menu has been revamped to be more up to date and stylish.
Adds a proc that prints the variable type, optionally with some extra info like text/list length, types, etc. Mostly useful for debugging. In this journey I found out that there are some types that are simply "undetectable"... Like filters, procs/callables, etc.
Uses this in Varedit to make it slightly more clear which var is which. I played a lot with how it's displayed and it's kind of hard to make it visible enough but not distracting or taking up too much space. In the end I opted for a simple approach that just shows the short type and keeps varedit mostly untouched otherwise:
PDAs are dead, long live PDAs. All trace of old PDAs has been scoured from the codebase, and in its place are modular computer PDAs that are feature-equivalent. Essentially every PDA function except the Syndicate detonation feature and Notepad has been ported over, and battery life for handheld computers has been boosted alongside the addition of charging cables to make things easier.
It's #10197 and #10240 again, except this time using spritesheets from #10272.
Also fixes issues with coin interactions / premium items, and some other minor tweaks.
Ports minor code changes to english_list from 2016 Baycode for patch compatibility:
Baystation12/Baystation12#13852Baystation12/Baystation12#13853
Adds missing is* macros for basic classes (I needed just isatom but felt like we should also really be using isitem and islist; it's not used anywhere at the moment though).
Applies my closet patch from PolarisSS13/Polaris#6656 (they already had a kind of contents display, here it is a new feature).
Improved Icarus combat drone code across the board, added a non-malfunctioning variant.
The Icarus now sends combat drones to substantial space wildlife migrations.
Added an Icarus drone target painter to some admin roles. It is an orbital drop device that will warp two Icarus drones at the targetted location.
Added examine texts to malfunctioning combat drones that tells you what they're doing.
Ported the clickcatcher from tg/bay. You can now click black spots to turn. Isn't that handy, especially with vision cones.
Reworked fullscreen overlays into an easier and better system, courtesy of PsiOmegaDelta.
Similiarly, added fadeout animations to all pain overlays, plus unconsciousness.
Fixed the vampire frenzy overlay never showing.
Unconsciousness is now FULL darkness.
Flashing mobs is now an inbuilt proc.
changes:
rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
rscadd: "You can change icon style to any font on your system."
tweak: "The game window has been altered a bit to adjust for this."
rscdel: "Removed skin style prefs as they are no longer used."
Calls analyze_gases() when a pipe is hit with an air analyzer - also adds a readout of the analyzed system's total moles, which is nifty for atmos techs to know.
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
Implements a wrapper to the call()() function, meant to be used for calling dylibs.
This is useful for two reasons:
It allows us to debug the dylib calls (such as timing for the time being).
Guess who the baton passes to.
Convert all runes to datums
Rework arcane tome mechanics, holy shit it's terrible
Convert rune effects to actually use rune datums
Add additional effects that are now possible because of non-shitcode code
-Almost all aspects of virology and it's related machinery and objects have been purged from the code and map.
-Most of disease code has been purged. Some pieces of it remain as holdovers because they would require extensive rewrite of defines and codes for things like nanite robot transformation and appendicitis (that frankly isn't necessary)
-The outbreak event has been purged, as has the virology malicious code event variant.
-The Virology department has been remapped into the Abandoned Sector.