changes:
soundadd: "Maintenance has 100% more ambience."
soundadd: "Atmos now has its own ambience sound, distinct from the rest of Engineering."
Sounds from /tg/ station, licenced under AGPLv3.
changes:
Area lighting effects are now done using animate() calls and color instead of animated sprites.
With this change, these effects can be drawn at the client BYOND's native refresh rate.
The animations are smoother in-game than they are in the GIFs.
* Removing drones and space dust
Drones will be replaced with something else, probably a similar mob but with another theme, dust is being disabled for some reasons
* new meteors types
* Update meteors.dm
* Update Space Station 13 areas.dm
* Add files via upload
* Add files via upload
* Add files via upload
* Update baystation12.dme
* Update carp_migration.dm
* Add files via upload
* Update meteors.dm
* Update event_container.dm
* Update event_container.dm
Latejoiners will spawn at the Odin, in an elevator shaft in a segregated section of the station away from round-end.
Latejoiners will spawn in civilian clothes equated to their paygrade. (List currently is extremely rudimentary.)
Latejoiners will get their implants activated, their departmental memories inserted, and their equipment delivered by the auto-locker machines. It is at this point that they will be announced to the crew.
Latejoiners will then proceed to the arrivals shuttle. As soon as any living being steps on the shuttle, it will begin counting down to launch in 30 seconds. If there is no living being on it when it is about to launch, it will cancel.
The shuttle will be in transit for one minute. When it arrives it will wait a minute, and then attempt to launch back to the Odin. If there are any living beings on it, it will cancel, announce this to the crew, and then try again in another minute.
Anyone who remains in the spawn area for longer than 15 minutes will be despawned if they're SSD. If they are not SSD they will be teleported to Aurora's cryo. If Aurora's cryo is somehow destroyed they'll be despawned.
Spawning area itself also has its own cryo, if for whatever reason that is needed.
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.
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.
bugfix: "Global nightmode toggle no longer affects security as was originally intended."
tweak: "Manually turning on nightmode will prevent the automatic system from turning it off."
rscadd: "Added a night-mode control program for the Chief Engineer."
tweak: "Changed how night-mode works internally."
tweak: "Red alert now disables night-mode."
spellcheck: "Slightly changed alert messages."
Fixes#1200
Fixes the tools/indentation.awk script to not demand a comma at the end of perfectly valid comments.
Makes it report unnecessary commas in lists.
Readds it to the Travis build list.
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.
bugfix: "Space bears can now control their movement in space."
rscadd: "Bears are now stronger in space or low pressure, weaker in pressurised environments"
soundadd: "Rawr!"
rscadd: "Added more bears!"
rscadd: "Added a new severe event."
This means that instead of the base turf being defined by the z-level, it's now defined by area and defaulted by z-level.
Updates all "shuttle" and "solar" areas to have a base_turf of space.
Updates docking arms 1, 2, and 3 on the main asteroid level to have a base_turf of space.
Other z-levels may still need updating.
This change means that all actions which destroy or dismantle a tile - for example bombs, a singularity, a shuttle leaving, or deconstruction - now leave these new areas as space not asteroid. Future mapping efforts may need to take this into account.
Conflicts:
code/game/area/Space Station 13 areas.dm
It will first check to see if the turf is set, and if not it will still use the z-level default.
This means we can mark areas as having a base of space to override the z-level base of asteroid that we're using.
As a result, we can ensure the bombs, shuttles moving, etc. leave behind an space turf by defining shuttles, solars/"external" areas as using space as a base.
Areas will need to be updated to check with base_turf = /turf/space and references to the old get_base_turf proc updated so all calls (bombs, Nar'Sie, deconstruction, etc.) have the correct effect, but it's tired and I want to commit this now so I'm committed to finishing it tomorrow.
Adds the following:
Actor Guild for ghosts to spawn at.
Board for playing board games.
Two trading card games with booster packs.
Tarot cards.
Cargo can now supply lasertag equipment as well as decks/booster packs
Blobs now randomly pick a random turf without obstructions in maintenance, instead of from a pre-determined list of locations.
Blobs also now log their spawn location, which admins can use to jump to it.
Space vines and nuclear discs have been updated to use the same mechanics.
The state of maintenance is now randomly generated.
This includes patches of oil, trash, spiderwebs, dirt, and so forth.
Utilizes a system which makes it possible to apply custom turf initializers per area.