* Update the codebase to 515.
* edit that
* WHOOPS
* maor
* maybe works
* libcall and shit
* do that too
* remove that
* auxtools isnt updated so get rid of it
* actually remove auxtools lol
Co-authored-by: Matt Atlas <liermattia@gmail.com>
You can now choose which slot is your primary radio slot between your left and right ears. If both ears have a headset on them, the primary radio will be used.
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.
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.
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
Species that are neuter (at least from the human/player characters' perspective) will now properly spawn as neuter, and be neuter in the character setup screen.
This affects (tagged) IPCs, Dionae, Vox & Vaurca.
Also fixes some gender related grammar stuff.
I think all the procs that randomise based on gender will just default to one or the other and shouldn't have noticeably weird results.
This also fixes the bug where Diona players would be 'he/she', but NPC diona would be 'it'.
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
Intent of this PR: make factions actually matter.
How we're going to do this:
Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
Fixes#4780.
Fixes an issue where SA adult slimes were improperly considered organic mobs.
Fixes an issue where viscerators, malf drones, and spiderbots were not considered synthetic mobs.
This PR implements a system for manipulating a client's color safely and also ports a prioritization system for sorting client color from /tg/. Currently this PR also implements client coloration in the form of color blindness, namely:
Monochromacy
Deuteranopia
Tritanopia
Protanopia
DTP are mild brain traumas, whereas monocrhomacy is a severe brain trauma.
Furthermore, this PR removes the Needs Glasses prompt in character creation, and replaces it with a disability selector, allowing people to more closely refine their special little snowflakes.
Current disabilities available:
Nervousness
Nearsightedness
Deuteranopia
Tritanopia
Protanopia
Deafness
Muteness
changes:
The reagent and recipe lists have been moved fully into SSchemistry instead of a weird ref-shared global.
The reagent list is now sorted alphabetically, which should make dialogs that involve selecting reagents much nicer to use (such as Spawn-Chemical-Cartridge).
Butanol and Ethanol now share a parent: /datum/reagent/alcohol. Alcohol is an abstract type that won't be listed in any global reagent lists, and exists purely to pool code common to both butanol and ethanol.
Butanol-based drinks can now cause hallucinations, body temperature changes, and stimulation similar to ethanol-based drinks.
Reagent init is now in SSchemistry, both code-wise and init-stage wise.
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.
* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
changes:
You can now select in preferences if you want to take a generic (grey) bag instead of your job-specific variant.
Cleaned up some leftover bagcode from before the bag type vars.
This PR adds 2 subtypes of industrial and two subtypes of baseline, one for each cybernetics manufacturer. Sprites by BRAINOS.
other changes:
IPCs can now be flashed or flashbanged.
Admin spawn paths have been added for subspecies that did not have them.
IPCs are no longer slowed by being cold.
-adds towels, which you can find at the fitness room, or at the loadout with whatever color you want
-adds new undershirt options at people's requests
-adds a colorable sweater to the loadout, from baystation
-adds more flower hairpin options
-increases the max loadout points by five
-fix an issue with the tactical armor having the holster overlay when it should not
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().
Mostly synthetic code cleanup, some tweaks to human examine and ID cards too.
changes:
Synthetic sprint procs have been compressed down to one proc for all machine subspecies vs. one per subspecies.
Synthetic sprint now only stuns synthetics with empty cells for 30 seconds for all types.
Refactored synthetic limb roboticization.
Changed how a lot of synthetic/industrial checks work.
ID portraits are now 128x128, and scaled without blurring.
Species can now specify an examine text color (for their species name) that differs from their flesh color.
Fixed some eye checks not respecting species.vision_organ.
Examine pulse-checking now uses do_mob & has a progress bar.
Ports the messenger bags from baystation 12, also adds the syndicate and wizard version. And fixes some issues with some jobs missing the bag vars and miners not getting their industrial bags.
Bunch of fixes and balance tweaks to the devour system. Notable changes are that xenomorphs can eat people again and that human-types no longer take ridiculous amounts of damage from devour.
changes:
Devour type checks now actually operate on species for human-types and are all-around hopefully more sane.
Replaced an obsolete define with a boolean.
Fixed xenomorphs being unable to swallow human-types.
Rebalanced digestion damage to not kill human-types in one tick.
Digestion now deals fire+brute instead of cloneloss (bite still deals cloneloss as I didn't touch its damage function)
Misc code tweaks.
Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.
changes:
Ported some timer fixes from /tg/ (timerid overflow fix, invalid deltimer logging)
Removed pointless air alarm elections.
Cleaned up some area code and moved area var definitions into areas.dm.
The nuke now only destroys Zs connected to the Z it detonates on. (Fixes#2552)
The nuke no longer destroys CC.
Nukes now dust mobs.
Cascades now dust all mobs on all non-admin levels.
Fixed a bug where SSexplosives would not honor the is_rec var.
Improved the efficiency of /proc/random_station_area().
Bluespace Bugs can now teleport out again.
Bluespace Technicians can now turn off their x-ray vision without needing to remove their glasses.
Human-types no longer make footstep sounds when lying down, unconscious, or dead.