This is part 3 of the work of the big shuttle update started by Poze (#5771, description not up to date.) with more to come as that pr is split up into more manageable chunks. (Previous part: #7457)
Adds a full resprite of mercenary gear to be less excessively saturated. As well, this adds unique freelancer sprites and gives the freelancers a decent new RIG labelled the "Rhino Hardsuit," one that's actually equipped. It has slightly more bullet resist and less laser resist than the merc hardsuit.
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
Adds forced holocalls.
If you have an id with head access level, you get an additional pop-up when making a holocall prompting you to choose between regular or forced.
A forced call automatically picks up on the other end (After a short delay so people can hide their drugs and whatnot) and cannot be terminated on the receivers side.
Also added the id of every holopad to its description, which was in the original bay version, but didn't get ported here for some reason. Makes it easier to tell someone where to call you.
Adds more bedsheet inhands, because immersion.
Penlight has an inhand now.
Lanterns have new inhands.
Ashtray cigarette extinguish now properly plays the sound.
You can put cigarette butts in cigarette packets
also some more stupid drop sounds
Does what it says on the tin.
Feedback thread outputted preference towards adding it.
https://forums.aurorastation.org/topic/13086-2nd-bartender-slot
Second bartender landmark already exists,
and locker remains practically unused anyway from player feedback, so no mapping changes needed.
However, a change could be made in the future if it is too restricting.
All about space A/Cs!
-Starts with a heavy duty cell (5000) instead of the default one (1000) that depletes after like half a minute.
-Heats and cools very slightly faster.
-Adds emag functionality: Enables a much wider temperature range (hot and cold), which becomes dangerous for everyone, especially Tajara and Unathi. Also increases its efficiency slightly so it can actually reach these ranges in a cell charge. Will it be used much? Probably not. Is more emag stuff fun? Absolutely.
-Interacting with it is different now. When the panel is not open and you use it, it brings up the menu, which allows you to adjust the temperature and switch it on and off. Previously, you would need to open the panel to access temperature changes.
-Cells are no longer removed via menu. You just open the panel and click it with an empty hand to remove it, or click it with a cell to insert a cell.
-Borgs should be able to add cells now. (Fixes#2871)
Rechargers of almost all kinds now charge 50% faster, but demand 50% more passive power and 50% more power when active.
Why: Things with high capacity generally charge extremely slowly at the moment, so this is a buff to make improved capacity cells not take an eon to charge just one.
Only the heavy duty cell charger was unchanged in its power demand, because it already draws 90kw from the grid. It sorely needed the buff the most while not changing its power demand.
* Maint access changes
Removes global maint access from everyone but engineers and heads of staff.
* Addresses Feedback
Removes maint access from the Janitor
Adds mapped-in janitor access to the crusher
Removes medical from mapped-in maint access at the bar-doors.
Telescience portals now have a precision of 0, meaning they output on the turf the portal is on.
This means echoes can once again be reliably placed back into their bodies.
This also means calibration should hopefully result in 1/4 the explosions.
If you don't like GPS units phasing into walls and blowing you up 90% of the time, this is the PR for you
Fixes#7477
I tested this with attacking a robot and a regular wall with help intent on/off. It seems there's something custom with walls for changeling so please consider any side effects of changing the iscrowbar logic.
One thing is, even with help intent you will attack humans when clicking them. While this fix allows robots to be attacked by the changeling arm, it can not do so on help, which may seem inconsistent.