changes:
Overlays now creates less temporary lists.
Falling no longer queues unsimulated atoms that wouldn't fall anyways (incl. LOs).
Pixel-shifted AO is now cached too.
Changed some references to get_map_cell() to macro equivalents in random maps.
Added smoothing hinting to the icon smoother, allowing for major performance improvements in common cases.
Space initialization no longer involves appearance churn (and is much faster as a result).
-adds support to material clothing, already used by rings and makeshift weapon
-adds makeshift armor that you can craft using buckets for helmets and material sheets to make the plates
-adds a wooden bucket that can be crafted using planks also ported from polaris
-adds icon_has_variants to some sheets, adding sprites to them from tg
-fixes bronze being just a place holder
-adds sheet types to bronze and titanium
changes:
Fixed an issue where the incorrect title screen would be loaded.
Renamed the titlescreen states for organization's sake.
Split up Space Station 13 areas.dm into multiple categorized files in maps/_common/areas.
Deleted a few unused areas.
This changes the ninja suit to start off with only essential modules. The Ninja now gets telecrystals and access to a restricted uplink category filled with hardsuit modules. Also adds the EMAG hand module, EMP dissipation module, and emergency power generation module. Other changes include a buff across the board for ninja including an increase in their armor values, a buff towards their ninja modules (which they now have to buy), and changing their suit to say "stealth" instead of ominous. This should make the Ninja have a better chance against security while also ensuring it maintains its stealth antag title.
👍 5
changes:
Light tubes now make a noise when turning on.
If a light loses power, it will switch to "emergency mode": the light will glow a dim red, drawing power from a small integrated cell that should last approximately 10 minutes. If the light has power, it will charge its cell.
Light flickers now play the flicker sound for each blink instead of once.
Split lighting.dm into three files: fixtures.dm, construction.dm, and bulbs.dm.
Light fixtures now use stat to represent on-state (as they can be off for multiple reasons): the on var has thus been removed.
Lightswitches now glow in the dark and make sounds when toggled.
Some code/idea for emergency lighting from TG, light sound from Interbay, lightswitch sounds from Bay.
Depends on #3948.
-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:
Z-levels below the surface now use 'rocky' ash instead of ash turfs. (Sprites from TG)
Fixed an issue where openturfs would incorrectly inherit their mimiced turf's gender.
Tweaked the names & descriptions of sand (now ash) and rock.
Reduced some pointless locate() calls in icon smoothing code for turf paths.
Replaced the empty space map with runtime Z expansion.
Fixes#2756.
changes:
Light fixture overlays are now cached.
BlendRGB is now cached (used by light fixture overlays)
Nightmode now only tints the bulb instead of both the bulb and the fixture itself.
This started out as just some stuff for cargo.
Then it grew.
Fixed tablets and laptops not working due to some changes in #3826 that caused some old ballast to haunt us.
Changed the beeping sound of the modular computers to respect the ambience sound preference.
Added a application that can be used to pay and verify that a cargo order has been received
Added a delivery pad to cargo and spawns one in the CTs and QMs lockers.
Further tweaks to tablets and device enrollment in general are incoming, but I dont want to bloat this pr any further.
(I dont like how the company/private device system is implemented right now; It should rather be based upon the hard disk than the device itself)
closes#3931
changes:
/obj/visual_effect has been repathed to /obj/effect/visual.
Openspace movables will no longer use the space plane when on an openturf mimicing a space turf.
Lights now only update on direction change if your direction actually changed.
Fixed some bad set_dir() procs that were either pointless or that didn't return parent.
Mapped-in or maint dirtier-spawned glowing goo no longer self-deletes after 2 minutes.
Fixed an issue that may have caused some openspace movables to not properly handle direction changes.
A client'd mob inactive for more than ten minutes (Aka alt-tabbed or maybe the player had an aneurysm while playing) will indicate such when examined.
A formerly client'd mob disconnected for more than five minutes will also indicate such when examined.
Adds rings, ported from baystation12. You can make them out of most materials and etc. Also, it adds support for wearing rings under gloves, like magboots.
The intent is to provide Dionaea players authentic sounding speech according to the currently existing lore. This PR does this by using the already existing autohiss plugin as well as a small custom sentence checker to change the sentence of whatever the player types. This only applies to non-rootsong languages and by default this is disabled.
When on basic or full, ellipses are added after the following words:
"who","what","when","where","why","how","i'm","i","am","this","they","are","they're","their","his","her","their","the","he","she"
When on basic or full, these letters are elongated:
"s","z","e"
When on full, these letters are elongated:
"a","i","o","u"
This was made with sleepy wolf's, the dionaea head loremaster, blessing.
Adds 19 new hair styles and 3 new facial hair styles, splits human_face.dmi into several DMIs, and support for hair/sprite_accessories that use blending modes other than ICON_ADD.
Changes: Industrial IPC burn modifier changed to 1.1. Baseline IPC burn modifier changed to 1.2. Industrial IPCs should tank more damage, baselines should tank less due to their more agile frame, though brute is still only moderately effective against baselines. They aren't brittle but aren't tanky like industrials. This also makes baselines take a fair bit more damage from remaining in a vacuum, which they took very little before. Industrials were applied this in a bit of an unfair way, however, given they are walking heat sinks and should be treated as such. Both will still get roasted by lasers, the baseline moreso than the industrial.
Dionaea nymphs will now follow a player dionaea nymph spawned from a gestalt splitting, instead of just shuffling aimlessly in place. The player furthermore can switch to any uncontrolled nymph that split from them originally at will, and automatically switches at death.
Dionaea gestalts can use the station variant of devour, just like their nymphs will.
Dionaea regrowing severed limbs has been fixed.
Dionaea and nymphs not gaining biomass from consumed food has been fixed.
Devouring will now actually finish instead of stalling on the penultimate stage forever, no longer leaving the devouree in a perpetually near-death state.
Fixes#3701Fixes#3698Fixes#3703
-fix vaurca warriors being unable to spawn with toeless jackboots
-fix autohiss applying to ya'ssa
-reduces the sound of nar'sie summoning sound using the file that lohikar gave me, fixing #3893
Fixes an issue where when the tile in front of a directional light changed opacity without the dir on the light changing, the directional light would not properly transition between omnidirectional and directional lights.
changes:
Rechargers now briefly show a progress bar showing the current charge level of the device currently charging.
Examining a recharger will now specify what is in the charger.
Atoms can now mark themselves as requiring an icon update on initialize instead of overriding Initialize() just to call update_icon().
Charger code is now slightly more modular, using proc/get_cell() to get a ref to the power cell instead of hard-coded if-else chains for each supported type.
added paper_tray insert_slot
added beaker_holder insert_slot
added printer output component
changed reagent_pump to be able to pump from beakers in the beaker_holder
changed some string sanitize calls to not strip spaces
I added the insertion slot class because I think they are important for further expansion. The two components which use them are merely there as examples. They can be used in game but are not especially powerful and will probably not get anyone excited.