You no longer have to punch people to reset their overlay. (This bug was noticed with, but is not limited to, shells.)
Shells now have their own face repair surgery.
Changed the name of lobotomization to MMI preparation in messages displayed to players.
It still functions the same. This is due to concerns that a lobotomy would not have the described effect, and a medical professional (such as a character performing the surgery) would not call that one.
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
As per Cake's looser instructions, MMI's will require a lobotomized brain to function. Instead of having the MMI automagically lobotomize a brain, I decided instead to make it a surgical operation and a prerequisite to borging. This also cleans up some snowflake istype() checks by instituting two new variables.
Cortical stacks, slime brains, and golem brains cannot be lobotomized, and as such cannot be put into an MMI.
You can lobotomize a person either by surgical-drilling their brain in surgery, or by surgical-drilling their removed brain.
The roboticist now spawns with a drill to accomodate this change. Surgical drills are not really useful otherwise, so I don't think this is a huge upset of the surgery balance.
Lobotomy will send the following message to the lobotomee;
"You have been lobotomized. Your memories and your former life have been surgically removed from your brain, and while you are lobotomized you remember nothing that ever came before this moment."
-fix #2011
-fix attacking people with cult books having no delay
-nerf frag grenades a bit
-fix #1988 but this may end allowing you to hit people if you use the wrong tool, but, however will make things far easier for borgs or people doing surgery
Fixes#1790Fixes#1791
Fixes a number of issues with robot sprites, chem master machine, and surgery steps
The issue with borg sprites was caused by duplicate calls to ..()
Ive standardised robot module parent calls to the top of the function
Fixed the chemmaster not depositing pills in bottles properly. I added a new add_to_storage proc to storage.dm which is just a simple, safe means of putting stuff in stuff. it handles the checking.
Fixed some issues with surgery. A few surgery steps had incorrect "open" var ranges defined which was causing organ repair surgery to be interfered with
Also removed screwdriver from the list of bone mending tools, and added duct tape instead as the ghetto alternative. And allowed energyswords + chainswords to be used for cutting open ribs. theyre already useable for amputation
Fixed an incorrect return var for surgery that was making surgeons able to attack their patients on help intent. Shouldnt happen anymore
And also fixed the experimental welder being un-makeable at the protolathe.
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.
Updates the unit tests to reflect our codebase, and not Bay's.
Also disables the indentation test until further notice, because it's dumb in its present form and function. Creates more trouble than it's worth.
changes:
rscadd: "Chainswords now have an improved animation."
rscadd: "Chainswords and energy blades can no longer get embedded in people."
rscadd: "Chainswords and energy blades can now be used as surgical tools to amputate limbs. Chainswords are messy. Energy blades will cut clean and cauterize the wound"
tweak: "Surgery messages about amputating bodyparts are now very noticeable"
tweak: "Cauterising wounds with a welding tool is much more reliable. Cauterising with a cigarette is no longer effective."
bugfix: "Fixed chainsword held sprite not updating when toggled"
Vaurca filtration bit organ added. When destroyed or removed, oxygen becomes poisonous to the Vaurca.
Vaurca lungs have been made organic.
Vaurca take 3x toxin damage, as a result of their rather alien biology.
Vaurca lose additional blood when an opportunity to lose blood presents itself, due to their open-circulatory system.
Vaurca organs are no longer all robotic, except for the neural socket and filtration bit.
Vaurca organ surgery is now possible.
Vaurca hivemind language added.
Vaurca appropriate name generator added.
Tied Vaurca language to their neural socket organ.
Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item.
Sprites for Vaurca organs.
Neutered all Vaurca.
Cutting open a Vaurca for surgery now requires heavier equipment.
Injecting a Vaurca with a syringe now will take time.
Adds various Vaurca cosmetic items available via loadout.
Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus.
Ports the ability to stick heads on spears from Paradise-code.
Added an error message when trying to bite someone before the cooldown expires.
Removed spoken Vaurca language.
Heavily nerfed K'ois' properties.
Halved the nutrition value of nutriment, returning it to old-code state.
Nerfed the damage dealt by bite, while reducing the cooldown.
Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons.
Fixed Vaurca player ability to select coloured eyes.
Also fixes limbs instahealing when cut / reattached. Wounds used to be Cut() to prevent fantom wounds but, it's not needed anymore because whole limb is removed.
Also moved moving organs inside replaced() since it was called next to it anyway, and not like you can replace organ without moving it to human. Also forceMove()
Also axes hidden var in lieu of using implants like other foreign objects. Now instead of one object, amount of stuff you can put in someone's organ is restricted by stuff's combined w_class.