-changed some things on the tweak path loadout to avoid runtimes
-fixed some species being affected by virus when they should be immune to them
-fixed being able to miss when firing point blank
-tweaks a bit more the corporate safe contents
-moves some clothing objects to the proper place and fixes some names
-fix magic missiles not working
-corrupt form should not strip the wizard, should last longer and the fully upgraded form was buffed
-heads of staff, except implanted ones, can be converted to rev now
-cultists gets the cult language
-loyalty implants will stop rev convertion
-probably fixed ai and cyborgs being selected as cultists and getting access to aooc
- Fixes#1777
* Fixes#1769
pAI's can no longer drag people, only items with w_class of 2 or lower
(small items).
* Fixes#1756
No longer makes welding sound when an "off" welder is used on an APC
frame.
* Fixes#1746
Fixes the bug; however, I'm unsure of the repercussions of using
* Fixes#1605
Grab intent can now be used to put people into sleepers.
* Fixes#1703 and updates Sleeper code
Updates the sleeper code.
Broken syringes for Medical Borgs will now be repaired the cyborg
charging station.
* Fixes#1592
Pills created in a Chemmaster loaded with a pill bottle will now go
directly into the pill bottle, provided there is enough space.
changes:
Machines' process() has been separated from auto_use_power().
Lights no longer process() and instead use auto_use_power() for power calculations.
Computers that didn't really need to process() no longer process().
Airlocks now use the scheduler to auto-close instead of process()ing.
Fixed a bug where clicking on an AI Status display to set its status did not work.
Tweaks diona values on all lights, and range/power on a couple
Also adds a slightly dimmer sprite for tube light fixtures that they switch to during night mode. To reduce the incongruity from having a bright tube putting out very little light
changes:
Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
Just adding contained sprites and code for Hijab's and a differently sprited and described variant of the robe Jackboot really liked a while back.
Hijabs (probably) came from Bay, thanks to Alberyk for handing off the robe sprites months ago.
Nanako told me it'd be a good idea to put both the variant and the original robe sprites into their own contained sprites, but I'd probably need to mess with custom-loadout for that and Alberyk already has a PR for that, so, yeah.
EDIT:Also alien ninja suit sprites, yay.
-return claws to their old damage
-added ballistic, ablative and mercenary helmets, placing them in the armoy and merc base
-tweaked some things with some clothing items, like name and pockets
-added scarfs as an accessory, available in the loadout
-added pants, also available in the loadout
-moved some things out of the armor.dmi to where they belong
-move all hats and armor from the security jumpsuit dmi file to the their right places
-moved the tunnel cloak to the xenowear section
-fixed missing heavy vests at the merc base and the missing book scanner at the library
Result of observing a cult round today, where an outnumbered cultist in a corner managed to create a juggernaut, only for it to be unceremoniously gunned down by a detective with a laspistol.
Me and garnascus agreed these things are far too weak
Increases their health from 250 to 400
This PR reduces the damage of most normal lasers by 25%, down to 30 per shot. Pistols are reduced slightly more, to 25 per shot.
In addition it also strips or reduces armor penetration in most cases.
-fix familiars being hungry and having wrong attack verbs
-add some extra mechanical differences to familiars
-fix some issues with buckling when it comes to jaunt and polymorph
-fix siphon life not working
Fixes#1737
This PR ports /tg/'s movement verbs, which allow for smoother movement that's less dependent on server tick rate.
Also ports /tg/'s Stat() limiter, which reduces how often Stat() updates to reduce pointless server load.
changes:
Refactored footstep sounds to use less operations & only calculate for human-types.
Improved the logging detail of the lighting profiler.
Fixed some shuttle corners that weren't correctly working with parallax space.
Converted get_turf() into a compiler macro.
Solars are now dynamically lit.
Silenced warning from lighting overlays pooling themselves when updated on a space tile.
Fixed a bug where securing a girder was instant when it was supposed to have a delay.
Ports the newest bay wizard version, with some additions and changes.
General changes:
-ported the newest bay wizard
-wizards can select some school of magic, which also changes their spell selection as whole.
-added several new spells, like raise dead, contracts that bind the person with the wizard, and more.
-added wands, limited sources of certain types of effects/spell, also with their own bad effects for non wizards
-changed the wizard checks to a faction check instead of a mind check
-fixed wizards without certain slots due to race being fucked over due to it
-added new artifacts
-balanced some spells like the emp
-added a lot of new sounds to spell, mostly from tg
-remove horse mask from spell selection, also, you can melt the mask with acid now
-wizard's spell are now displayed at round end like traitors and what they did buy
-also fixes vaurca, and vox, antags spawning without a mask by default
changes:
Replaces some instances of Baystation 12 with Aurorastation.
Brings the README up-to-date with current SQL setup.
Removed mentions to non-existent IRC channel.
Updated changelog template to properly credit title image.
Replaced bay website links with aurora equivalents.
Adds a new process-based effects system with the goal of reducing insane lag from sparks.
Currently only supports sparks, but should be easily extendable to other types of effects.
Also fixes a bug with airlocks where the light from bolts wasn't updating.
Refactors bears slightly to reduce duplicated code & pointless spark object creation and destruction.
Lighting profiler will now log /turf locations & names correctly.
Doors will no longer trigger way more visibility checks than they need to.
Paper shredders can now be detached from the floor with a wrench and moved about.
Refactored the law process to not be a process - it didn't tick anyways.
-added new sprites for rubber and rifles casings
-made bullets path less dumb
-added some new gun sprites, like the large crossbow and zipguns
-added a new tatical sprite mask, with support for unathi, tajaran and vox
-added back sprites for some items like bats and scythes
-fixed being able to saw off sawn-off shotguns forever and ever
-fixed a typo on the custom loadout
-nerfed the brain damage of the mind flayer, since brain damage is lethal now
This PR reduces the tick rate of the lighting process from 1 ds interval to 10 ds interval, and removes some pointless updates from Destroy().
Also removes some left over defines from update_type and darkness overlays that I forgot to remove earlier.
Fixes#1683.
This PR simplifies the lighting update system (removes update_type) and instead makes the lighting system decide which update method to use based on server load.
Instant updates are used during low-load, scheduled during high.
Also removes: update_lights_now() (redundant), diff_light() (unused).
Adding the following items:
Martian Duster - Yuri Daruski - bv1000
Detective's Credentials - Avery Bell - serveris6
Also, fixing some issues related to synth sprites, mostly ai custom cores not working and some other minor tweaks.
-ports bay newest loadout system, which is pretty much a tab of their own, with different sections instead of a single list
-adds code that allows for several tweaks of custom loadout, like color, item path and contents
-adds dumb lunchboxes that can be filled with some food selection
-adds the option to select pre-filled vacuum-flasks or flasks
-also tries to fix the issues with xeno gear again
All files deleted and disabled were either:
Not touched for 2+ years
Replaced with native DM functions (JSON specifically)
Generally replaced with newer iterations
Fixes an issue that popped up with obj/randoms, they werent getting sucked into lockers
Also fixes that lawgiver runtime.
The issue that previous fixes miss is that DM casts implicitly and without safety checks. Casting an animal to a human does not result in null. an istype check is needed
This is it. The big one.
Risk: Very large. This modifies or rewrites several important systems.
Some things still need balancing, but that's probably better done if/when this hits dev.
changes:
New smooth lighting system.
Machinery split into three processes: machinery, powernet, pipenet Removed due to breakage. Refactored into multi-step process.
Mob process rewritten.
NanoUI process rewritten.
Objects process rewritten.
Tweaked color output of station lights.
Slime core lights now emit colored light.
Fixed light update frequency issue with fire alarms, hydroponics trays, and airlocks.
Increased light emission from bolted airlocks.
Miscellaneous performance improvements.
New datum pool implementation.
New lighting usage profiler.
Lighting system now tracks UV light, which is not visible to players.
Space now has a parallax effect.
Disabled Spin View verbs due to incompatibility with the new lighting system.
Disabled hallucination view spin due to incompatibility with the new lighting system.
Lighting system now initializes in the lobby before the round starts to reduce BoR deadtime.
Added UV light tracking to lighting engine; dionae now gain energy exclusively from UV light.
Added colored lighting to a few consoles that used default (white) light.
changes:
rscadd: "You can now fold pieces of paper into paper airplanes, which can be thrown farther than unfolded sheets of paper."
Also slightly adjusted paper-crumple messages.
Pretty simple. 10 seconds before the round begins, the game will choose a tip and display it.
Tips are handled in the config.
Admins also have a command to display their own customized tip, and also a command to display a pregenerated tip.
Both commands can be ran at any point in the run to good effect. The customized tip will replace the default, Tip of the round that procs 10 seconds before round-start tip, if it is run during the lobby.
All full blanket antagonist bans are now classes as Antagonist, instead of Syndicate bans, as Syndicate refers to a specific subset of antags. This made global banning someone from all roles impossible.