-may fix#1493
-fix missing the nuke disk being deleted when put inside any container
-fix several references to bay lore, like nyx and etc
-add some missing splint related code
-added fireandglory's hammer weapon to uplink and heist
-tries to unfuck the designs.dm
changes:
tweak: "Auto-Hiss should no longer act on sign languages."
tweak: "Auto-Hiss should no longer act on Tajaran languages."
tweak: "Auto-Hiss should no longer act on Unathi languages."
tweak: "Examining an IPC no longer checks their non-existent pulse."
tweak: "You can no longer check the pulse of a species that does not have one."
bugfix: "Examining a human-type mob with robotic limbs no longer shows red examine text for each limb."
bugfix: "Examining a human-type mob now shows hunger level again."
bugfix: "The Ninja's self-destruct should actually kill the Ninja now."
bugfix: "You can no longer use sign language over radios."
Changes not in changelog:
Cleaned up the BST's code a bit.
BSTs now understand/speak the newly added languages
Added #define for languages that did not have them.
BSTs now understand/speak Vaurca Hivenet.
Slightly tweaked names/descriptions of BST items.
Fixed runtime from lawgivers overhearing speech from non-human mobs.
Fixes#1492Fixes#1500Fixes#1505
In short, dropped has been redefined from its old usage of "left an inventory slot" to now mean "left a mob's direct contents" which is a far more useful definition programatically.
-fix missing bottles sprites
-fix some things related to custom items sprites and desc
-fix missing syndicate cyborg
-add delay to repairing robotic limbs and using first aid items
-allows sprints to be applied to hands and feet
-nanopaste can be used on robotic limbs, not only surgery
-fix #1512
-fix cargo maglocks beind centcom ones
-fix hardsuit vision restrictions not working as intended
-fix webbing being able to hold medium items
Adjusts mousetraps a bit. So they'll be triggered by all mobs instead of only humans, and trigger when walked on. Also nerfs the instastun that comes from stepping on them without shoes, because that's pretty broken against giant monsters like vaurca breeders. applies halloss instead based on mob size. Smaller things get hurt more.
Fixes#1445Fixes#1449Fixes#1450
Was supposed to contain a fix for Vaurca surgery, but I decided to greenlight this ASAP once I detected a critical bug with how blobs worked.
Fixes#1509Fixes#1470Fixes#1506Fixes#1501Fixes#1484Fixes#1466
Also replaces a lot of Vaurca checks with isvaurca() so that Shells don't start doing weird shit.
A change with photocopiers cascaded into an issue with fax machines, this fixes it.
changes:
Faxes to CCIA work again.
Faxes no longer make two different sounds when printing a fax.
Nerfs blob rollercoaster of death by making it so that blobs cannot interact with the mobs inside of other blobs.
Replaces blob's gibbing mobs with husking humans, merely killing borgs, and gibbing everything else.
Makes flamethrowers modestly more effective versus blobs - a consistent source of minor AoE damage.
Makes blobs more aesthetically pleasing.
Distinguishes the main core from the aux cores slightly more.
Fixes#1426Fixes#1427Fixes#1432Fixes#1461Fixes#1464Fixes#1471
Modifies BFG's to be more like actual BFG's.
Fixes Industrial IPCs being able to select Baseline IPC screens.
Fixes several baycode company names to fit ours in guns. Changes several of our guns to fit Baycode's naming paradigm.
FIxing lamarr cage having no click cooldown when being smashed.
Fix other missing cooldown checks in some other places
Fix#1448
Fix spiders egg implantation being borked
Fix#1458
Fix some issues with the bulldog sprites
Fix#1444 by replacing the regular vault with one with random loot, but, loaded with valuable/rare items instead of just junk
-fix all the issues related to the leather things, as in they been just metal sheets, by adding leather materials and some things you can build with them.
-add a carp and corgi costume
-add some new accessories, like a new holster, the atlas armband that everyone wanted and some new medals
-add more things to the custom loadout, like the tracksuit things
-turns the waistcoat and suspender into accessories too
-fix the captain's medal at spawn being utter fucking broken
-add xeno sprites for the hazard suit
-add some more things to the cargo warehouse, like hides and winter coats
-replace force gloves sprites with cake's version
-add more jumpsuits that you can roll up sleeves
-stun from tabling someone is random now instead of a fixed ammount
This is now updated to baymerge and completed
rscadd "Overhauled all of the security hud job icons, to be more visually pleasing and better communicate roles"
bugfix "Intern positions and psychiatrists now have an icon. All jobs that were missing an icon should be fixed"
tweak "Made the loyalty implant icon a less obtrusive green light, instead of a big red square"
tweak "CCIA, ERT, IAA and any similar nanotrasen representatives now have the N logo as their icon"
Fixes a bug where shining penlights in eyes wouldn't print medical diagnostics messages.
Makes the penlight's eye protection detection a bit more tolerant/intelligent.
Fixes the sprite on the non-modular power monitoring console.
Fixes the sprite on the telecomms traffic control console.
Fixes incorrect icon for security camera program
Adds Security access to the camera program (req one)
Replaces obsolete camera consoles with security preset modular consoles
Adds civilian preset consoles in several civilian areas: Vacant office, bar backroom, library, chaplains office. Library has two public ones, and one for the librarian.
Modifies canpass on modular consoles to better represent them:
Due to their spindly frames and non-solid holoscreens, bullets will usually just pass straight through them, only rarely clipping the frame. They're not good cover. So they have 80% chance to let bullets pass through unimpeded
Small animals can walk under them. passtable flag. because lots of empty space
Adds a sudoku game for modular computers, works on all platforms.
For those who've never heard of it, its a little game about logic and numbers. Simple but timeless, and helps keep the brain sharp in situations that would otherwise make you fall asleep.
Comes with a fast backtracking algorithm to generate unique puzzles, hints, and lots of general polish. Includes unique screen icons for all three platforms
changes:
imageadd: "Telecomms machines now have open-panel sprites."
imageadd: "Added a new particle accelerator sprite."
Additional changes:
NTNet relay now has its own sprite.
NTNet relay now indicates its status on its sprite.
Fixes the Select-Equipment admin verb's ERT loadouts not being listed.
Adds a Reconnect-SQL verb to admins with permission flag R_DEBUG, as well as making the server attempt to automatically reconnect to SQL on connection drop.
Ports totally;
https://github.com/Baystation12/Baystation12/pull/12389/files
Baystation12#14599
Ports partially;
Baystation12#14216 (only blob-related functions)
All the failure messages have been replaced with failure events in industrial drills, that range from probably lethal to certainly lethal and in one case just moderately annoying.
The downloader program will no longer show things you already have installed. Clears up some needless clutter, since theres never any reason to download something twice - you can make local copies on the hard drive.
Software lock now works. It didn't before. For the record i still dislike this feature but i fixed it anyway.
Added some information/error messages for when the download list is empty, to explain why
The footer with the version number is now fixed to the bottom of the window instead of floating up
Optimisation: Auto update is now disabled on the software selection menu and enabled when you're downloading something. Saves on needless processing.
Version number incremented
Fixes#977Fixes#1380
Fixes an unreported issue with carbon attack procs that made diona nymphs (and i guess xenomorphs and slimes too) immune to melee attacks.
Nymphs no longer gain light energy while ventcrawling. The inside of a pipe is treated as total darkness.
Nymph max health reduced by 15%. I don't want to nerf them too much.
Fixes several runtime errors in life procs, where it tried to set client vars without checking for a client. I ran into them when shooting a nymph
-fix several wrong tech origin related to the guns
-tweak some sprites
-add x-ray laser rifle
-add new sprites for the suit cooling unit, with one when being worn on the back
-fixed suit cooling units not working when worn on the back and inside exosuits
changes:
imageadd: "Some AI displays now have special icons used when the AI is dead."
rscadd: "Added an admin verb that allows force-storaging of SSD AIs."
imageadd: "The AI's icon now changes when it is EMPed."
other:
Gave a name to borgs' internal radio so it doesn't show as "station bounced radio".
Disabled rejuvinate() for AIs as it didn't actually work anyways.
Fixed a potential bug where an engiborg's welder might've been able to be attached to things.
Added a code helper to check if an item is a borg tool.
Fixes footstep sounds, they weren't defined. I redefined them for all floors. Also changed a few, notably carpets and bare plating have different sounds from what they used to. And all the various holodeck terrains should have correct sounds now too
Fixes bicaridine and internal bleeding interactions. It was never really working before because the internal wounds could never be removed. Slightly rebalanced some values with bicaridine and internal bleeding.
Adds short doafter and visible message to engiborg inflatable dispenser
changes:
bugfix: "Fixed formatting of forms when held up to a security camera."
spellcheck: "Fixed grammar error in IA and CE's headsets."
Fixes#1196.
Fixes#1358.
Fixes#1376.
Fixes#1347.
Replaces some BYOND text macros with spans.
Issues:
M'sai's preview image does not work (missing image).
This will probably fix all the messed up computer sprites.
Also, update the bar signs to the new bay system, which is better than the old one.
Adds back the honker.
Add rolled down security officer jumpsuit, spritted and requested by Elohi Adanvdo.