Reworks blueprints to use an eye component for area selection and
changing. Blueprints will now work on whichever overmap site they spawn
on if overmap is enabled, though currently they have only been added to
the Horizon.
Adds shuttle-modifying blueprints for altering shuttle areas and
exoplanet outpost blueprints for creating areas on exoplanets. A set of
outpost blueprints and a lockbox containing blueprints for the Horizon's
shuttles have been added to the CE's locker.
Moves eye creation to a component.
Ported from:
https://github.com/NebulaSS13/Nebula/pull/465https://github.com/NebulaSS13/Nebula/pull/564https://github.com/NebulaSS13/Nebula/pull/3046
Unified most of the procs into one definition, so there are no duplicate
around the codebase.
Marked some of the above as overridable if a good enough case can be
made for them (eg. external dependency or unlikely to be used).
Real HE Bruiser rounds now make a bigger explosion, on par with similar
high-explosive ship ammunition. The old values have been applied to the
makeshift bruiser shell.
Renames the makeshift bruiser rounds to make the differences more
apparent, and adds new descriptions to the guns and shells providing
up-to-date lore.
Adds several more exoplanet versions of normal turfs, intended for use
in future Uueoa-Esa ruins.
These include diona biomass, silver, gold, more wood types and marble.
Also adds marble walls for mapping.
Fuel ports can now be constructed out of steel and attached to walls.
This means that a shuttle losing its fuel port will no longer require
admin intervention to fix.
Fuel ports can also be now be removed from shuttles by welding and
wrenching them.
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.
This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.
Relies on #18741
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
The exoplanet turf variants of non-exoplanet turfs (tiles, wooden
floors, etc) will no longer generate underground resource deposits. This
prevents underground resource images from showing up on these turfs,
because it generally looks weird to see a gold deposit pop up on
someone's floorboards.
-fixes the hailstorm shuttle not docking
-fixes the hailstorm pipes not connecting to the vents
-added primitive versions for the ship computers using sprites we had
but were never implemented
This pr adds weather to some exoplanets:
-snow exoplanets, including adhomai, can go from calm to light snow,
medium snow, and heavy snow
-jungle planets, including konyang, can go from calm to light rain,
regular rain, and storm
-lava planets can go from calm to ash
---------
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Fixes#18227 and #18172
Fixes the Tempest SMG not using its wielded icon state.
Fixes exoplanet plants looking for the wrong number of growth stages and
constantly runtiming.
Fixes#18750, saving the lives of countless hangar technicians.
Prevents the Haneunim shuttle crash from leaving its thrusters behind.
Fixes ice exoplanet turfs being invisible.
Fixes the human mercenary helmet accidentally using the old sprites.
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* sdaf
* sdaf
* sdfa
* sadf
* sfda
* gfd
* reduce thrusters volume
* sdafsadsdaf
* sdfa
* Reduced some sound ranges and made some/more not ignore walls for loops
* health analyzers too
* ivdrip adjustment
* most tools now use play_tool_sound to have the sound played, reduced range for it
* Added Lead and Aluminium as new materials, and added them and Plastic to the Autolathe
* Fix Spaceman.dmm lint
* CL
* Remove bad merge
* Mapped in Aluminium and Plastic to operations, mapped in Aluminium for Engineering
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* SSatlas.current_map
* hardsuit spell tab appears to clear correctly
* sdfsa
* from the moment i understood the weakness of my flesh, it disgusted me
* sdf
* pain
* sadfas
* sdfa
* sdfasf
* sfa
* sdf
* might the lord have mercy on our soul
* i cri everidai
* adeste fideles
* sdf
* where will this lead, what's coming next, from your inventions
* dear lord
* gjvhk
* i cri everidai
* fsgf
* sdfa
* sdaf
* hiuhi