changes:
rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
rscadd: "You can change icon style to any font on your system."
tweak: "The game window has been altered a bit to adjust for this."
rscdel: "Removed skin style prefs as they are no longer used."
Added an admin verb that ends the round smoothly, displaying the end round card.
Wizard learned spells are now properly displayed at round.
Antags added to gamemodes they don't belong in, now properly update the gamemode's antag template, allowing their things to be displayed at round end.
Fixed a typo in the apprentice pebble spawn-in calling it an 'artificer pebble' in deadchat.
-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.
Added a new admin verb that allows admins to more easily put observers into event bodies.
Changed the Select equipment verb in the Fun menu to Set Human Outfit, made it a little easier to use.
Adds full variants of stacks of items in the spawn menu.
Adds local narrate, which allows you to narrate to all mobs in a 7 tile radius.
Allows admins to reset stationbounds via right click or Special Verbs menu.
Adds a random type golem rune to the spawn menu, if an admin wants to adminbus a random golem into a round.
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
* Added a drill to the survivor pod
* Fixed a bug which caused a spawner with unlimited slots to disable itself after the first spawn
* Fixes a bug with the CCIA Equipment. #Fixes #6844
* Added a verb to despawn to admin mobs
* Removed the human respawn delay from the visitor/pod survivor
* Prevents Tajara/Unathi from becoming checkpoint guards to avoid the shoe/gloves issue
view duty log verb and changes the way their recorder works.
CCIA recordings are now written to the database once the interview is complete (if enabled) and printed out.
Warning! Big Scary Change!
NTSL2+ is a re-work of NTSL.
The goals of this rework are to remove worries regarding server load, and make it impossible for a malicious program to crash the server.
The result is an asynchronous daemon based interpreted language, called NTSL2+.
The Daemon in question can be found Here
Features:
Programming Language worth considering a programming language
Limit-able execution - Unable to hold the server up
Runs on Modular Computers
Shitty in-game networking.
Players can finally write their own laptop programs I cannot stress that enough.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
As per skull request, the PR was reworked. Dev rank does not contain spawning capabilities on its own.
Kill Air now prompts user if they really want to disable air processing. Only if we are trying to disable it
- Show Player panel was reworked to just have a sing "Select Species" button that includes all species in species datum.
- AI is added as an option of transformation
- Developers are granted access to Game Panel - (used only for Create object/mob/tur)
Multiple bugfixes:
Changes the kitchen maint access. Fixes#5398.
Readds the psych-skylight.
Fixes insufficient logging of a admin command.
Adds newscasters to the medbay. Fixes#5375.
Adds a properly configured vent to disposals. Fixes#5374.
Adds missing holopads to cargo
This pr adds a verb that allows admins to decide if they want to make the round spooky, without needing the active cultists, at their own will. Very useful for events.
Full list of changes:
Attack logs now show general regions if the limb itself is obscured by clothing.
Wound flavortext is now hidden if the limb is obscured by clothing.
AOOC is now re-added to antagonists who de-admin.
Implements various changes at the behest of lore-dev BygoneHero, namely:
Vaurca can now wear specially modified softsuits.
Vaurca now have their own special rigsuit a la the breacher: the combat exoskeleton. It comes with various special modules, including a boring laser that allows them to dig below themselves rapidly, a vaurca variant of the combat injector which includes phoron and k'ois paste, and a neural lattice which reduces halloss by sharing it with everyone else wearing a neural lattice.
Vaurca also have received various other currently unavailable event items, including a variant of the tactical mask that filters out nitrogen and allows the Vaurca wearing it to eat, tachyon rifles and carbines which penetrate up to three layers of walls and possess other fringe benefits, the gauss rifle which is a semi-automatic variant of the crossbow with greater power and a 6 rod magazine, the energy zweihander, commando armor and scout armor.
Introduces a general climbing mechanic. Climbing can be initiated by clicking on a wall or an open turf, and it is a percentage chance that is modified by the amount of stable/large items beneath you, and decreased by the amount of unstable/small items. Vaurca are naturally proficient and always succeed at climbing.
Changes Vaurca to see in blue-green vision. Their vision is generally brighter and reddish colors are converted to a blue-green color.
Adds the Sedantis flag, an interhive flag that celebrates the universal longing for Sedantis and is a symbol of the Vaurca diaspora.
This PR removes brain surgery's ability to instantly cure all traumas. Now traumas have been roughly divided into four categories of treatment:
1: Chakra therapy cures traumas that directly affect physical behavior, such as tourettes or paralysis. It is accomplished via the crystal therapy pod available to the psychiatrist.
2: Hypnotic therapy cures traumas that directly affect mental behavior, such as phobias or confusions. It is accomplished via the mesmetron pocketwatch available to the psychiatrist.
3: Isolation therapy cures traumas that cause hallucinations. It is accomplished via the metronome and facilitated by the isolation room available to the psychiatrist.
4: Surgical therapy cures traumas that do not fit into the above categories. It is accomplished via brain surgery.
Using the crystal therapy pod's neural scan function will provide the psychiatrist the brain damage the patient suffers from in numerical form. It falls upon the psychiatrist to determine how much of this brain damage is being caused by mental traumas the crystal therapy pod is equipped to deal with. Excessive cycles will cause increasing amounts of radiation damage.
The mesmetron pocketwatch requires the patient to believe in hypnosis. It then puts the patient into a slumber, where the psychiatrist can hypnotically suggest new behavior, provided the patient continues to believe in hypnosis. Each suggestion cures a single hypnotic trauma.
The isolation room is equipped with a metronome. When active, the metronome will have a chance every ticktock of the metronome to cure an isolation trauma, provided the patient is totally alone.
The psychiatry office has been expanded into a complete mental health ward. The only thing it is lacking is beds, as I believe recovering mental health patients still belong in the recovery ward.
The chaplain can also cure isolation and chakra traumas by dispelling the demons within with his null rod. Staring at the supermatter unprotected has been known to hypnotize. Electricity applied by any source directly to the head is also known to sometimes cure electroshock trauma.
CCIA Agents now have the power to spawn as an ERT Commander. This will be mostly used for briefing outgoing ERT teams using information from faxes they have received.
* Repaths eyes, observers, dview, and new_players to /mob/abstract subtypes.
* Adds /mob/abstract, a base type for 'abstract' mobs that aren't meant to be directly affected by the game world.
* Openturf icon fixes and improvements
* more things
* Remove some pointless/bad layering/planing
* yeah well I didn't need this anyways
* Refactor Z mimickry to be at /turf
* more refactoring
* Cleanup, use turf/flags instead of z_mimic_flags
* Fix turf/Entered()
* misc optimizations
* fixes
* Major icon smoothing optimizations
* Speed up boot some more
* Fix AO
* Remove some redundant code
* Tie Z-lights to Z-mimic instead of openturfs
* Fix an opacity issue with no_mutate turfs
* Fix some issues with Z-mimic AO not properly clearing
* Fix some OT->OT changetuf bugs
* Add helpers for changing Z-mimic operational state on turfs
* Fix some merge issues, change how F_CUT smoothhint works a bit.
* indentation
* SSopenturf -> SSzcopy
This PR replaces recursive explosions with a new spreading engine: iterative explosions.
Should behave similarly, but also be more reliable, potentially faster.
Iterative explosions also support simple-explosion-esque directional explosion sounds/shake, and will now traverse Z-levels if the explosion is strong enough.
Also changes playsound() to transmit sounds across Z-levels. Uses BYOND's 3rd coordinate on /sound to make sound sound above/below the player if they're using headphones. Removed for now, can't get Z-falloff working right.
Fixes#2199.
Turns out sunlight is a little memory hungry/slow. This disables sunlight via. compile-time define instead of removing it so it can be re-enabled if suitable later.