The C++ UDP logging library has been swapped out with a rustg implementation. The rustg library uses non-blocking IO mode, and hopefully has less trouble than the C++ one. Though we'll have to see. It should error when the call is supposed to block.
The old library has been removed.
rscadd: "Added three new gamemodes: Tower Defense, Bughunt, Spy vs. Spy."
rscadd: "Bughunt, mercenary and borer, needs twenty required players and five required enemies."
tweak: "Borers have received some miscellaneous fixes and tweaks across the board. They should overall work better now."
rscadd: "Borers can now awaken psionics in their hosts. Maybe it's not a bad idea to get a brain slug after all..."
rscadd: "Spy vs. Spy, traitor and renegade, needs four required players."
tweak: "Changed how renegades work a bit. You're not traitors! You're paranoid people who smuggled a gun to work and are working to keep themselves safe."
rscadd: "Tower Defense, mercenary, heist and ninjas, needs thirty required players and ten required enemies. Good luck!"
* Ports a psionic system from Bay.
* Rip out this shitcode.
* shitcoden't
* fixes
* it should work fully now
* Admin fixes
* Remove todos
* remove todos part 2
* Removes psi-armour. We don't need this for now.
* Skrell are now operants. Tweaks coercion.
* Adds thralls.
* Temp removal of psiarmour. Fixes psigrabs.
* Thrall assay.
* fixes
* More fixes
* unused define cleanup
* Log and powers
* Skrell powers are done.
* Update code/modules/psionics/events/mini_spasm.dm
Co-Authored-By: Geeves <ggrobler447@gmail.com>
* Update code/modules/psionics/events/mini_spasm.dm
Co-Authored-By: Geeves <ggrobler447@gmail.com>
* Update code/modules/psionics/equipment/cerebro_enhancers.dm
* did this work???
* jargon
* arrow's fixes
Co-authored-by: Geeves <ggrobler447@gmail.com>
tweak: "Security's base nonlethal equipment - tasers and rubbers - is now a bit better."
bugfix: "Fixed teargas doing practically nothing."
bugfix: "Fixed a lot of stuff not applying pain damage. Ow."
bugfix: "Fixed undefined values on the CMC."
bugfix: "Fixed dionae not regenerating damage."
Spent lots of time and lots of changes to fix issues:
bugfix: "Mechs no longer runtime during destroy call."
bugfix: "Turrets and NPCS no longer target empty mechs."
bugfix: "Mechs no longer runtime during armor check. Mechs now use their armor and values for it. Before it would ignore them entirely and deal 100% damage."
Added ismech() define and also QDEL_NULL_LIST() define from TG. Matt's suggestion
renamed any armour references in mech code to armor to keep it consistent
rscadd: "Adds the ability to remove appendix and other organs in character setup."
rscadd: "Adds two kidneys! Splits the work up between the two organs."
Also adds the ability for a mechanical liver and kidneys,appendix
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
Turns the z-level restriction procs into macros
Changes z-level restrictions to use the macros
Use contact_levels for announcements (instead of player_levels)
Restricts the teleporter to station_levels instead of player_levels
Restricts AI tracking to station_levels instead of player_levels
Mechs only get tracking beacons if they are on station_levels (instead of player_levels)
Construction Drones gib if they enter a station level
Mining Drones gib if they leave the station levels
Removes the mining equipment vendor from the scrapheap
Added a ninja frequency to radios which ninjas spawn with to collaborate.
Two ninjas now spawn instead of just one.
Gave the ninja better spawning gear, a syndicate uniform, a belt with some tools and a pAI card.
The ninja suit now has new lights, and its shoes are now magboots.
Added a doorhack RIG module. Functions the same as the normal doorhack, but the user can move around after initiating the hack, as well as hack multiple airlocks at once.
Added new advanced combat belt, can hold various gear that a ninja would usually come across.
Gave the ninja teleporter a 5 second cooldown between uses.
Buffed the ninja's RIG armour values slightly. Still requires feedback, if ninjas die too quickly, it will be buffed more.
Added an additional toolbox, chair, suitcooling unit and ninja spawn point to the ninja shuttle on the centcomm level.
Gave the ninja a new uniform + gloves.
Tweaked Emergency Power Generator to give 2500 energy, but take 5 minutes to recharge. In the past, they took 24 seconds to recharge and gave 1500 energy, which made all other sources of energy regeneration useless.
-adds the honorary party member card to the loadout
-adds mata'ke priest clothing to the loadout
-removed siiktau
-removed some unused clothing
-added some extra description_fluff
Ports a buuuuunch of circuits from Polaris.
Allows metabolic siphons and internal energy siphons to consume power to feed their host.
Ports /tg/ circuits too while I'm at it.
Increases base size and complexity for circuits. You're all adults. Hopefully. Don't abuse it.
Ports the integrated circuit detailer.
This pr adds some depth to the citizenship and religion choices at the character setup.
Citizenship will now affect your loadout and mission as a consular officer.
Religion will now affect your chaplain's religion name, bible name and sprite.
Selecting any option will bring a small lore pop up for citizenship and religion choices.
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.
Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.
Add new records console and admin record management.
I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
When to_chat gets converted to a proc, then the construct of to_chat(some, link(url)) will no longer work. Or will produce odd results.
As a result, the send_link macro is now created. Replaced existent instances of the previous construct and added a simple grep check for this as well. It won't catch all, probably, but it'll catch the most common instances.