-ports riot helmet sprite and toggle visor verb from polaris at people's request
-port the balaclava verb that allows you to roll it up and down from bay
-fixes #3176 and adds the paramedic rig sprites for the tajaran suit
changes:
APCs now have directional sprites for WEST and EAST directions.
Fire Alarms' offsets are now enforced similarly to APCs'.
Fire Alarms now have mapper convenience types for each direction to make mapping them easier.
All fire alarms on the map have been replaced with the above convenience types, fixing some strange offsets in the process.
APCs no longer pre-create their spark effect datum, instead using the spark() proc.
Generalizes dionae reagent checks to reduce if (alien == IS_DIONA) checks.
Reverts #2444, #3116.
Closes#3270.
Fixes some potential GC issues with some reagents and their modifiers.
changes:
Removed old unused chemical dispenser window in interface file.
Removed old unused skincmd system.
Added two new scaling sizes for the Icons dropdown: 96x and 128x.
changes:
Z-lights can now shine both upwards and downwards.
Z-lights will now get less intense with each zlevel traversed.
Sunlight no longer has distance falloff.
Minor optimizations/simplification for directional lighting.
Adds flooring to the turret with "decorative" conduits.
Adds darkening and brightening animation when turret opens/closes to indicate the turret rising up or down.
Made new construction phase depicting nearly all steps visually (Apart from adding the prox sensor.)
Made sure almost every gun that can be turreted has a relevant sprite. These are based on gun sprites. Changing those might cause turrets to not reflect the gun look.
Some guns share sprites, some were made unturretable.
Added new set of vars on the /gun/energy level, since the /gun level had few essential vars missing and I am not really looking for any other code rewrites regarding this right now. Should not be hard to move them step up, if ever needed.
Turrets that have only one shooting mode have now the changing mode option greyed out.
Also removed leftover references to two energy carbine subtypes and removed one global list.
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)