-fix #2011
-fix attacking people with cult books having no delay
-nerf frag grenades a bit
-fix #1988 but this may end allowing you to hit people if you use the wrong tool, but, however will make things far easier for borgs or people doing surgery
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.
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.
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.
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.
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).
Frag grenades will now never cause a hole to space, although they will cause more superficial damage, retaining their lethality.
Cyborgs, when self-destructing, will now lockdown for five seconds, announce to everyone around them that they are self-destructing, and then explode (Again, never causing a hole to space), and launch 50-100 shrapnel (1/4th - 1/2th the amount of a frag grenade. Each shrapnel is 1/3rd as damageful, and steps half as far.)
Chelms (Golem brains) can no longer be put into MMIs. Never made any sense.
Credits for content go to Serveris. All I did was fix it up for the baymerge and got it working in-game (Yes I know zipties don't stack. I couldn't figure it out. Maybe latter.)
This PR is intended to make working in cargo more interesting, and more like a real warehouse experience. IE, the place is an aladdin's cave full of wierd knicknaks and useful oddifies.
rscadd: "Added three new energy-based weapons, one designed purely for pest-control."
rscadd: "Added a new rare handpistol, based off of a proposed competitor to the NT Mk58."
rscadd: "Added a new pet for the Head of Security - the PTR-7 Tranquilizer Rifle."
rscadd: "Syndicate manhack delivery grenades are now available via the traitor uplink."
rscadd: "Manhacks will no longer attack anyone belonging to the 'syndicate' faction, including Heist pirates."
tweak: "Tweaked loadout customisation whitelists, generally making them more restrictive by role."
bugfix: "It is no longer possible to be older or younger than your species ought to be."
Collection of Security changes:
New heavy vest sprites, replacing the old toggle system.
New helmet sprites.
Heavy vests reduced to 2 pockets.
Regular vests have no pockets.
Holobadge sprite change and badge addition for HoS/Warden.
Teargas Grenades, replace flashbangs in vendor and officer lockers,
flashbangs located in armory and with warden.
Detective 1911 starts with flash magazine, has one rubber magazine in
locker.
Rubber bullet damage halved to reduce frequency of bone breakage and IB.
Flash bullet buffed to cause small halloss.
Armory loadout changed to static 4 e-guns, 4 laser guns, 2 ion rifles, 2
shotguns starting loaded with beanbags, 4 Mk 58s loaded with flash
rounds.
Tactical armor removed, still available in cargo.
Sub-Armory restored to warden access only, officer access storage rack
added.
Now with Changelog.
Threads and Polls located here:
http://baystation12.net/forums/threads/discussion-poll-security-energy-weapons-antag-projectile-weapons.932/http://baystation12.net/forums/threads/discussion-poll-detective-weapon.865/http://baystation12.net/forums/threads/discussion-armory.792/http://baystation12.net/forums/threads/discussion-security-vest-and-helmet.790/
Quick Fix
modified: code/datums/supplypacks.dm
modified: code/game/machinery/vending.dm
modified: code/game/objects/items/devices/uplink_items.dm
modified: code/game/objects/items/weapons/grenades/chem_grenade.dm
modified: code/game/objects/items/weapons/storage/boxes.dm
modified: code/game/objects/structures/crates_lockers/closets/secure/security.dm
modified: code/modules/clothing/suits/armor.dm
modified: code/modules/clothing/suits/storage.dm
modified: code/modules/clothing/under/accessories/badges.dm
modified: code/modules/projectiles/guns/projectile/pistol.dm
modified: code/modules/projectiles/projectile/bullets.dm
modified: code/modules/projectiles/projectile/energy.dm
modified: code/modules/random_map/drop/drop_types.dm
new file: html/changelogs/Raptor1628-Dev.yml
modified: icons/mob/belt.dmi
modified: icons/mob/head.dmi
modified: icons/mob/suit.dmi
modified: icons/mob/ties.dmi
modified: icons/obj/clothing/hats.dmi
modified: icons/obj/clothing/suits.dmi
modified: icons/obj/clothing/ties.dmi
modified: maps/exodus-1.dmm
modified: maps/exodus-2.dmm
Clothes now have a flash protection and tint level. If one is wearing multiple items with these modifiers they do stack.
Glasses also have a number of additional additions such as sight flags, see_invis level, and so forth.
Flash protection comes in 4 levels: Reduced, none, moderate, major.
Reduced protection, for example, means the user takes increased damaged from welding.
Moderate protection safeguards mobs from flashes, flash grenades, projectors, etc.
Major protection protects from the above as well as welding.
Tint also comes in 4 levels: None, moderate, heavy, blind
Moderate tint will apply the nearsighted overlay.
Major tint will apply the welding overlay.
Blind will apply the blindness overlay.
The end result is an attempt of less type checking. Any set of glasses may now also contain HUD glasses.
This should make a future rewrite of HUD glasses easier (could have the HUD functionality be a datum rather than separate item).