changes:
Fixed#3203.
Tajara or Unathi CEs now get gloves that actually fit them.
OOs now respect direction changes from their mimicked object.
Replaced all references to trange() with RANGE_TURFS().
Replaced all references to is_type_in_oview() with locate() in oview().
Fixed a runtime caused by recursive explosions falling off the edges of the map.
Carp despawn now works properly with the new asteroid turfs.
Carp despawn now uses WEAKREF instead of SOFTREF.
Added tick-checks to the carp migration event.
Vaurca now have the IS_VAURCA reagent_tag.
Cleaned up butanol alien handling a bit.
changes:
Sunlight prebake now happens during MC Initialize instead of in the lobby.
Openturf no longer ticks in the lobby.
Openturf has been promoted to a normal SS, from SS_BACKGROUND.
Lighting no longer ticks in the lobby.
Inlined directional lighting's coordinate filter.
Directional lighting wedge caching now properly works with face-direction.
-removes the jaunt spell from the wizard corrupt form
-increases the price of raise dead to two points
-adds a new wizards spell; flesh to stone, that traps your target in a statue for some time
-added a chance of creating a central command report everytime the lich is send back to his heart, telling the possible location of the heart
Ports the messenger bags from baystation 12, also adds the syndicate and wizard version. And fixes some issues with some jobs missing the bag vars and miners not getting their industrial bags.
Fixes some errors in Vaurca organ definitions causing them to get more organs than seems to have originally been intended.
changes:
Vaurca now have two hearts ("left heart" and "right heart") instead of three ("left heart", "heart", and "second heart").
Vaurca now have only one set of lungs.
changes:
Reworked how human body icon keys are generated; resulting keys should be much shorter now and involve less duplication of the same string.
Players are now shown a message when they try to add markings to a species that has none available.
Admin revive for human-types will now also re-apply their organ and marking prefs.
Admin revive now also resets shock_stage (fixes rejuv'd mobs being slow for a while)
changes:
Converted all clothing types to Initialize.
Added some missing destroys to some custom items.
Char setup now forcibly initializes the mannequin's contents if SSatoms has not finished yet.
/obj/item/clothing/under no longer does in icon_states() in New().
This pr adds the second essential part of the merchant's implementation, mapping the merchant's shuttle, base and the dock. And more merchant related fixes and tweaks.
-changes how gloves leaving fingerprints works, now there is a chance if they can leave or not, ported from polaris, fixing #3120
-allows for glasses with the flag AIRTIGHT to protect your eyes from phoron, such as science glasses, ported from polaris, mesons and etc
-adds evening gloves, cloth footwraps, toeless working boots and etc at people's requests, ported from several other codebases
-removes the last red security piece we had in the code, the red dot of the sec belt
-adds a icon for badges on the belt
-allows you to flip eye patches to cover different eyes
👎 x 2
changes:
No-occlude lights such as those used by Sunlight are now always queued, eliminating a chance for them to be processed by the instant lighting system (causing lag).
changes:
/datum/wires no longer has an (init) proc.
SMES wires now use timers instead of spawn.
Cleanables' random_icon_states list is now lazy. (eliminates ~4000 lists from dirt)
/obj/effect can no longer be pushed around by conveyor belts.
Lighting overlays are now explicitly prevented from being moved by conveyor belts.
changes:
Converts guns to initialize.
Converts lift control panels to initialize.
Swaps out a spawn in droppods for addtimer.
Fixes a bug where already-opened pod doors would still attempt to prime if hit.
Machinery objects' component_parts list is now automatically populated with the types in the component_types list. Types can have an associated number which is interpreted as an instruction to spawn that number of that type. This eliminates a few Initialize() procs, and simplifies others.
Example:
component_types = list(
/obj/foo/bar,
/obj/baz = 2
)
Other changes:
Cable coils will now no longer force a stack size of 30 when created without their stack size passed as a parameter - this fixes anonymous types not working correctly with cable coils.
A collection of misc. micro-optimizations to the various human update-icons procs.
changes to human update icons:
Removed some unused human layers.
Merged the l_ear and r_ear layers into one layer.
Minor optimizations to update_ears (optimized for only one ear in use)
update_collar() no longer creates an icon each time it runs just to check icon_states.
update_collar() now uses a cached assoc list of icon_states for comparison instead of in IconStates().
Human body types are now cached on first access so the proc doesn't need to be called all the time.
Contained icons now involve less temporary strings.
Manual tail swish now uses client-time timers instead of server-time timers.
Adds a limit to items in the mining vendor. Most items have 10, some items have more/less, all items that come from the shuttle have infinite stock along with some other items like point transfers. And the floodlight comes on the shuttle now.
-fixes #3226
-fixes zipties boxes
-fixes the mounted pulse module using the wrong gun
-fixes ballistic guns icons showing as empty when the round starts
-tweaks the uplink vest to include the matching helmet
-fixes being unable to slit people's throat
-fixes the sprite of make's custom item being wrong
-fixes the infestation event using the incinerator area, something that don't seems to exist anymore, it is replaced with the waste disposal now
Bunch of fixes and balance tweaks to the devour system. Notable changes are that xenomorphs can eat people again and that human-types no longer take ridiculous amounts of damage from devour.
changes:
Devour type checks now actually operate on species for human-types and are all-around hopefully more sane.
Replaced an obsolete define with a boolean.
Fixed xenomorphs being unable to swallow human-types.
Rebalanced digestion damage to not kill human-types in one tick.
Digestion now deals fire+brute instead of cloneloss (bite still deals cloneloss as I didn't touch its damage function)
Misc code tweaks.
Adds a shared cooldown to Mice squeaking, soft squeaking, and squealing. no more will we have to endure squeak spam
Tweaks mouse-traps to do 8-14 halloss damage instead of brute. They still do brute, but only 1-3. this'll make giant mouse-trap piles in maint less of a meme.
-fixes #3218
-fixes #3213
Fixes a messed up table at telescience
Fixes a wrong cable at engineering
Fixes a broken uplink item
Fixes a wrong named camera
Changes the location of the heister and merc shuttles in the under station z level to be near the engine pipe area
changes:
Lifts no longer automatically generate lights if they're set to not clear the shaft.
Mapped in lifts now have mapped in small lights, only in the lift cabin.
Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.
Facing an opaque object with a directional light source will now temporarily change the light to LIGHT_OMNI and halve the range instead of slightly tweaking where the light cone is drawn.
changes:
/obj/effect/list_container/mobl has been replaced with /datum/mobl.
/obj/effect/stop has been removed as it is unused.
/obj/effect/shut_controller has been removed as it is unused.
Uristrunes now cache in SSicon_cache.