This pr adds a freeze ray gun. It works by reducing the mob's temperature until they freeze and get stuck inside ice for a while. The gun also has an alt-fire mode that fires ice bolt.
Added a mounted foam sprayer to the mechfab hardsuit modules tab. It's a hardsuit module that consumes 1500 cell charge to spray a line of metal foam.
Added some effects to metal foam walls that make them a bit more flashy when destroyed, as well as adding a click cooldown so they can't be spammed down.
Aggressively slamming someone through a metal foam wall now does some damage to them.
Clicking on a metal foam wall with building materials will now attempt to turn it into a wall, taking a bit longer than a standard girder would. Clicking on it with a floor tile will now turn it into plating, if the space below is an open space or actual space.
rscadd: "Handheld modular computers now use flashlights as a light source. They may be turned on/off via a button in the PC header, and have their brightness adjusted in Hardware Configuration."
tweak: Message notifications should be much larger.
tweak: "Chat messages are now logged to the NTNet Monitoring program."
bugfix: "IDs are now unregistered from computers when the computer is destroyed."
bugfix: "Fix Eject Battery having a global view range."
bugfix: "Chat Clients are no longer set to 'silent' by default."
backend: "Added a new slider component for VueUIs."
Closes#10439
PDAs are dead, long live PDAs. All trace of old PDAs has been scoured from the codebase, and in its place are modular computer PDAs that are feature-equivalent. Essentially every PDA function except the Syndicate detonation feature and Notepad has been ported over, and battery life for handheld computers has been boosted alongside the addition of charging cables to make things easier.
* Mitigates research recycling exploits by minimizing what can be recycled
* Moves the research design check into a new unit test
* Adds unit test for stack material recipes costs and fixes these costs
* Instead of changing recipes the resulting materials are worth less
* Crap fix
The RnD Console UI has been overhauled.
RnD levels are now a gradual progress instead of just leveling up, not much has changed, but deconstructed items now give more * Data disks now tell you what they contain.
The red scanning goggles now let you see examined items' tech levels.
RnD consoles should now open on the main menu instead of the research menu.
Ejected items from the RnD console and destructive analyzer now go into your hands if you're adjacent.
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
Fixes mech mounted autolathes.
Adds a hand-mounted toolset that has: a wrench, a crowbar, and a screwdriver setting.
Replaces the AI mech's drill with a hand-mounted toolset.
I need icon and on-mech sprites for the back-mounted autolathe and the hand-mounted toolset. Neither have to have any special animations or anything, static images are fine. Toolset sprite doesn't have to change with tool change.
-Almost all aspects of virology and it's related machinery and objects have been purged from the code and map.
-Most of disease code has been purged. Some pieces of it remain as holdovers because they would require extensive rewrite of defines and codes for things like nanite robot transformation and appendicitis (that frankly isn't necessary)
-The outbreak event has been purged, as has the virology malicious code event variant.
-The Virology department has been remapped into the Abandoned Sector.
The mechfab no longer has a useless null category that does nothing when clicked on.
The exosuit category in the mechfab has now been split into body construction and equipment construction for ease of use.
Radio, Diagnosis Unit, and Actuator construction has been added to the exosuit body category as well.
Many RnD machineries have had their names changed to lowercase to match the style of the rest of the game.
The AI can now remotely control mechs in its network. It has one mapped in near its core.
Messages received by your old body will now reach your VR body (does not affect Skrell Srom).
Exosuit pilots can now interact with elevator panels without having to get out.
Robotics and RnD can now create remote controlled mechs. The control centre is in the protolathe, while the exosuit upgrade is in the circuit imprinter.
Mechs can no longer be dismantled if it has a pilot in it.
Dismantling a mech now takes a while.
This PR is pretty decent in size. The contents of changes are:
Modular guns rebalance:
Capacitors reliability was buffed: reinforced 80 -> 100, uranium 50 -> 60, teranium 45 -> 55, phoron 40 -> 50, bluespace 30 -> 45.
Added nano reinforced barrel which has 10 more reliability than reinforced barrel.
Added enhanced grip MK2, which has improved fire delay by 0.2 compared to MK1 grip.
Added stablity stock, which improves fire delay by 0.2 and accuracy by 0.5 compared to regular stock.
Added animations to lots of modular components like all capacitors, almost all modulators, lenses, etc.
Modular guns now have to be assembled inside of weapons analyzers. You cannot assemble them in hands anymore
Weapons analyzer:
Added machinery called Weapons analyzer. Main purpose of it is to display stats of any weapon or item. You can accepts anything that is an item, even trash(probably). For modular guns it will also display table of components and their statistics.
Modular guns now need to be assembled inside of weapons analyzer.
Added circuit board and ability to construct weapons analyzer in RND. Circuit board required tech: engineering = 3, data = 2, combat = 2.
Misc changes:
recharger and wall recharger now visually display on their icon how much charge is inside of weapon/gun that is being charged.
Ports Baystation12/Baystation12#19992 and Baystation12/Baystation12#27266.
Added a personal shield device to the traitor tools uplink.
Added a radiant shielding aura spell to Battlemage and Cleric.
Added an exosuit shield drone to the mechfab.
This works, but I'm not entirely happy with the sprites. The personal shield has no on-mob shimmer, it uses a mindbatterer grenade as an icon sprite. The wizard radiant spell uses a pretty big and janky sprite as an on-mob, and the exosuit's shield sprite doesn't follow the dir the mech faces, but that one I can maybe fix on my own. If anyone knows about that last one, lemme know, Bay had code for it that we do not.