Leaving the lobby screen list empty now adds all icon states to the lobby screen list. Also, only one dmi plays at a time.
This means that adding a new title screen is now as simple as just adding it to the dmi. Or making a new dmi for a new category.
Added a new sound when you click things in the menu - more futuristic.
The lobby menu now fades in and out smoothly.
Removes the old background object which was left in by accident.
The buttons now get bigger when you mouse over them. Responsiveness!
Added a lowpop gamemode called 'Burglars', featuring a new type of antagonist, a mix between a heister and a traitor. Neutered for lowpop fun.
Added a mixed gamemode, 'Conflict', which is heisters and burglars.
-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.
The lifeless live again. Or in this case, what never actually lived here.
Ports Baystation12/Baystation12#17460 probably for real this time. What this allows us to do is create shuttles on runtime and make shuttles easier by just making landmarks and a shuttle instead of areas and shuttles. Also allows runtime landmark creation via flares or whatever AND allows shuttles to use different landmarks at will.
I removed most of the overmap stuff, I think. It shouldn't be hard to slam it in whenever we need to.
Changes:
"Shuttle code has been completely reworked."
"Shuttles can now be modified to have more than one destination."
"Shuttles now have a takeoff sound."
"You can now throw mobs against walls to damage them. A lot."
"You now need a neckgrab to throw mobs."
"BEING UNBUCKLED DURING SHUTTLE LAUNCH IS DANGEROUS! Don't do it."
"Adminghosts can now interact with all shuttles."
Adds some new turf sprites to replace ones in common use across the station, ports the reinforced floor from bay.
Adds new vent, scrubber, sprites for many wall-mounted objects and holopad sprites that fit in better with the changed floors.
Remaps a ton of areas visually to make better use of these changed sprites.
This pr adds a new cool space ruin made by kyres, replacing the listening outpost and the sol corvette, that were lame. This space ruin has two ghost roles.
This pr also makes so that space ruin sites only open if the research shuttle is launched to an away site, they will be closed otherwise. The research shuttle also has a transit time and area now.
Me and Geeves have been working on this for a couple of days now. It's a Kataphract Chapter vessel that can spawn as an away site, with spawners for 2 Kataphract Hopefuls, a Kataphract QM, and a Kataphract Trader. These roles do not require a whitelist, much like the Kosmostrelki. There is also two slots for Kataphract Knights, these require a Unathi whitelist, and a slot for a K'lax Kataphract Hopeful, this requires a Vaurca whitelist.
It has a whole bunch of stuff on it, such as a bridge, sparring/recreation area, QM desk & armoury, vault, knight's office, cafeteria, dorms, toilets, engineering, solars, hangar, and a trading area to trade with the crew and a merchant console, as well as a warehouse to store goods.
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)
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
Fixed the dark shuttle corner blocks from looking weird after transit.
A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.
This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
Separates the substations for Supply and Service + Civilian. The substation behind the warehouse now only supplies Cargo and Mining, while a new one was added behind the bar for Service and public hallways. Now you can turn the power way up for mining without potentially electrocuting everyone else.
Here's where it can be found:
https://i.imgur.com/VEGFnRR.png
Remaps the representative office fully to be more fit for purpose and the kitchen partially as well as some parts of maintenance.
The changes to the kitchen allows two chefs to work more easily together without bumping into eachother, triples their actual seating which their lack of has been a common complaint and brings the cutlery vendor closer to the front to ease the process of actually serving customers.
Remapped the Pool/Fitness Center, the construction level. Shuffled around the surface washroom, adjusted surface cryo.
pool10
Special thanks to Gemspark for the idea of the original layout/further feedback and help.
fitness3
(Staircase goes up to a rooftop running track above the pool.)
con3
Renamed and moved around some areas to fit better.
Added cameras to some areas missing them.
Added an exterior airlock to the fore of engineering and to the telecoms ladder shaft.
Adjusted the merchant shuttle dock slightly.
Added blast doors to purge the atmosphere of individual anomaly isolation cells, added a monitor to look through the cell cameras. Added a proper storage area for potential artifacts/anomalies once they've been researched. Made the anomaly isolation air alarms not report their status to the alarm monitor, not causing annoyance for engineering.
Adjusted the toxins chambers to be a bit less prone to melting.
Added light switches in a number of areas missing them.
Fixed a number of minor bugs around the map, missing shutters, wrongly pixel shifted things, objects with the wrong icon state, etc.
Added a mine cart at cargo interstitial.
Fixed the psychiatry isolation room monitor.
Made the small investigations maintenance area actually count as maintenance.
Added paramedic access to mining.