Ported the clickcatcher from tg/bay. You can now click black spots to turn. Isn't that handy, especially with vision cones.
Reworked fullscreen overlays into an easier and better system, courtesy of PsiOmegaDelta.
Similiarly, added fadeout animations to all pain overlays, plus unconsciousness.
Fixed the vampire frenzy overlay never showing.
Unconsciousness is now FULL darkness.
Flashing mobs is now an inbuilt proc.
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."
Stationbounds now have accents, starting off with Text-to-Speech, and can choose to mimic any accent.
The bots that robotics can produce now also have TTS accents.
IPCs can choose to use the TTS accent if they wish.
As a continuation of #9389
As a bonus, any drugs that mentioned their IRL counterpart in their description now describe their predecessor as ancient, and the new ones as modern. The biggest difference here is just the Antihistamine which was given a full new name. They're similar enough that they'll be recognized (most of them) but different enough for us to call our own and not care what the real medicines are/do since these are our sci-fantasy versions just inspired by them.
update_icons(), UpdateIcon() and updateicon() are now changed to be update_icon().
Many interactions expect a target to have an update_icon(), so they should all be the same.
Also fixed some stuff that was using relative pathing, along the way.
The RnD Console UI has been overhauled.
RnD levels are now a gradual progress instead of just leveling up, not much has changed, but deconstructed items now give more * Data disks now tell you what they contain.
The red scanning goggles now let you see examined items' tech levels.
RnD consoles should now open on the main menu instead of the research menu.
Ejected items from the RnD console and destructive analyzer now go into your hands if you're adjacent.
Hacking no longer requires you to hold the tool (wirecutters, multitool, signaler) in your active hand, just that the tool is in one of your hands. This applies to cyborgs as well.
Mech UIs can no longer be moved via click-drag.
The lower left mech UI has received a make-over.
You can now use a cyborg analyzer on a mech to get its diagnostics report.
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
Reconnecting as a borg will now display you with the correct module on your HUD.
Being reset by an admin as a borg will now show you the right 'nomod' module on your HUD.
Scientific grippers can now grip enough stuff to be able to build mechs.
Science borgs now get cable coils, an experimental welding tool, and wirecutters.
Science borgs now get a fancy new module sprite, sprited by myself, with love.
Added power efficient inductive chargers to cyborgs, maintenance-, construction- and mining drones, allowing them to charge power cells, and things that contain power cells.
This shit is just full of issues that keep popping up and frankly I can't be fucked to deal with them.
Note: I'll probably do the same thing again but very simplified later on. This iteration is a mistake in how much of a mess it is, unfortunately.
This is probably the first out of many 'borg module changes.
(Where I make 'borgs less able to valid hunt + less agonizing to play, and more geared towards just providing general utility to the round. eyes)
For this PR I just standardized equipment to help borgos make it more clear where danger zones are, I did this by adding engineering tape so they can tape up airlocks with the recent (And I hope permanent) removal of bolting.
I also added extinguishers to the existing modules that were missing them.
I also added GPS's so Crew can more easily find them if they get disabled or lost for repairs, which is just attempt 1 to try to fix the long standing issue of perma-crit, no power 'borgs.
Removing my comments in the actual code in the future possibly but placing it here:
Engi tape: To enable 'borgs to telegraph danger visually.
Inflatable Dispenser: To enable 'borgs to protect Crew from danger in direct hazards.
Portable GPS unit: For being located while disabled and coordinating with life sensor consoles.
Fire Extinguisher: For navigating space and/or low grav, and just being useful.
Portable Flash: Non-lethal tool that prevents any 'borg from going lethal on Crew so long as it's an option according to laws.
Crowbar: Base crowbar that all 'borgs should have access to.
Re-added the inflatables (After removing them) but with a nerf. Now they store a max of 5 walls and 3 doors from 10 walls and 5 doors, and their delay on placing one down is much higher (15 to 30). The concerns brought to me about them being exploited to block in Antags/etc should be eliminated.