This pr adds some water/pool turf mechanics, such as water slowing you down, people suffocating if lying inside a pool title, and fire being extinguished if you enter the pool. Ported mostly from vore station.
Also adds a diving suit rig, with sprites take from Europa. I swear I have plans to use it on an event.
Adds new sounds effects to the following;
-nar'sie summoning
-turning on and off a welder
-using a megaphone
-new flashbang and being hit by a flashbang sounds
-cutting wood
-chain of command attack sound
-opening/closing curtains
-rocket launcher sound
-opening/closing a light submachine gun
- Remap: Atmopsherics.
- Remap: Captain's Office.
- Remap: Head of Staff Conference Room.
- Remap: Chief Medical Officer's Office.
- Remap: Medical Briefing Room.
- Remap: Security Processing and Holding Cell.
- Modification: Robotics Laboratory.
- Addition: Desk Ringers in several locations.
- Fix: #3391, #3374, #3345, #3341, #3308, #3306, #3277, #3244, #3173,
#3094.
- Several other minor changes.
- A new subtype of folder has been sprited for the Security folders.
- More colours of flooring decals were added.
- New colours for pipes were added (Lohikar).
Adds several emotes.
*vomit - as suggested by this fourm thread here - This has cooldowns to prevent spam.
*slap - an emote nobody will figure out how to use after slapping themselves 5 times by accident.
and *snap, for recreating that scene in a musical where you walk up to someone with a switchblade while wearing a leather jacket - snapping your fingers every step while overly dramatic music plays in the backround.
(Rebased and reopened#3347)
Attempted to fix pipe and door rendering
Fixed Table, carpet rendering
Ported full map-capture tool from bay, with python script to merge captured images.
image
Abomination sprites.
Adjusted given this forum thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=8672
The sprite in the OP is not in DMI form and I'm not in a mood to adjust it or add more randomosity. If Hour Glass Man or some other magic code person made a not-borg-code way for 'lings to pick their sprites, I have more horror form sprites I could add.
-ports some gun and gun mechanics from polaris and bay such as the Lemant revolver, capguns sprites
-collapses svd.dm and scout_sniper.dm into sniper.dm
-renames boltaction.dm to rifle.dm
-adds the powered hammer, an upgraded version of the kneebreaker hammer that can push people around, giving it to heister random melee weapon spawn and combat borgs
-fixes the syndicate cyborg emag not working
-fixes traitor cyborgs not being emmaged
-should fix telebaton stunning borgs
This pr makes shadow people more interesting by making them take damage in the light, while healing in the shadows. Also adds some spells that allow them be more dangerous/powerfull while in the darkness.
Changes cargo to be based on credits instead of items
The following is still ToDo:
Test SQL Loading + Add flyway migration
Add changelog
Restore the PDA Application
Fixes lag from plants processing forever instead of obeying the subsystem's tick interval. Also fixes a glitch where plants didn't continue to grow if not mature.
Fixes#3451.
Ports Polaris' integrated electronics system, whichallows for Roboticists & Electricians/Engineers to build custom devices and machines for a variety of purposes.
Adds ringers at Juani's request. Pretty much a console you can use your PDA on to add it to a list, then, there is a button someone can click and it will ping you.
changes:
Stairs now actually work.
Stairs now only move your mob up when you exit the last step.
Walking off the side of a staircase will now cause your mob to faceplant on the ground briefly.
Openturf now handles objects that cover more than one turf properly, such as multi-tile doors.
changes:
Openturf starlight now actually works.
Openturf starlight is now under its own config option, so it can be toggled separately from starlight.
OT starlight no longer re-applies to a turf that already has it set.
Seems to use a fair bit of memory unfortunately, as well as adding a good 25 seconds or so to boot time.
PLAGIARIZED AND REBASE VERSION OF #3409 BECAUSE FUCK GIT
The old Lawgiver code didn't work as intended, with different modes using different charge values and having different recoil. This PR fixes that code, so the lawgiver is now somewhat balanced (No more HE spam yay). Current ammo amounts, from full charge, are:
Stun and Singleshot = 40
Burst = 13ish, just shoots 3 Singleshot in a row
AP = 15
Hotshot and Pellets = 8
Highex = 5 (Original charge cost placed it at 6.6 recurring, brought it down to 5)
changes:
SSoverlays only creates the our_overlays and priority_overlays lists separately and when they're actually used. This should remove a lot of unused lists as priority_overlays is relatively unused.
SSoverlays is now FIFO.
SSoverlays now uses large Cut() operations instead of continuously truncating its processing list.
SSoverlays is no longer a processing subsystem.
Performance tweaks to add_overlay()
SSoverlays no longer tries to re-process atoms that have already forcibly compiled their overlays (like human-types).
With this change, ported from baystation, whitelist loadouts can use lists now, so, you can have one xeno item that is allowed to two different species, like the gear harness.
Edge case where the turf you click is the outside station area, and it has to crawl that fucking massive area.
Also makes the loop generally more efficient.