Added a ninja frequency to radios which ninjas spawn with to collaborate.
Two ninjas now spawn instead of just one.
Gave the ninja better spawning gear, a syndicate uniform, a belt with some tools and a pAI card.
The ninja suit now has new lights, and its shoes are now magboots.
Added a doorhack RIG module. Functions the same as the normal doorhack, but the user can move around after initiating the hack, as well as hack multiple airlocks at once.
Added new advanced combat belt, can hold various gear that a ninja would usually come across.
Gave the ninja teleporter a 5 second cooldown between uses.
Buffed the ninja's RIG armour values slightly. Still requires feedback, if ninjas die too quickly, it will be buffed more.
Added an additional toolbox, chair, suitcooling unit and ninja spawn point to the ninja shuttle on the centcomm level.
Gave the ninja a new uniform + gloves.
Tweaked Emergency Power Generator to give 2500 energy, but take 5 minutes to recharge. In the past, they took 24 seconds to recharge and gave 1500 energy, which made all other sources of energy regeneration useless.
-adds the honorary party member card to the loadout
-adds mata'ke priest clothing to the loadout
-removed siiktau
-removed some unused clothing
-added some extra description_fluff
Ports a buuuuunch of circuits from Polaris.
Allows metabolic siphons and internal energy siphons to consume power to feed their host.
Ports /tg/ circuits too while I'm at it.
Increases base size and complexity for circuits. You're all adults. Hopefully. Don't abuse it.
Ports the integrated circuit detailer.
This pr adds some depth to the citizenship and religion choices at the character setup.
Citizenship will now affect your loadout and mission as a consular officer.
Religion will now affect your chaplain's religion name, bible name and sprite.
Selecting any option will bring a small lore pop up for citizenship and religion choices.
Loads custom synths from json or SQL as opposed to a txt file. Adds support for multiple borg sprites, ai chassis and custom ai hologram sprites as opposed to one sprite per player. Adds the ability to use custom pai sprites
Currently, DISABLE_DEAD_OOC is used as a singular toggle for determining whether or not ghosts can talk on both OOC and LOOC. This is undesireable, should we wish to only disable their access to LOOC via config.
This PR implements a DISABLE_DEAD_LOOC config flag, which explicitly restricts the access of dead people to LOOC. While leaving DISABLE_DEAD_OOC as its own flag for when we want to exclusively restrict global OOC.
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.
Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.
Add new records console and admin record management.
I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
Depends on #6743
Adds Lance fatigues, male and female dresses to the game.
Select equipment verb additions:
Adds Lancer
Adds Lance Medic
Adds Lance Engineer
Adds Lance Operative
Misc changes:
Reworks outfit datum API to allow for belt, accessory contents similar to backpack API. Adds ability to add holstered weapon
Refactors bottle API, cleans it up removing redundancy and duplicated code. Adds ability to define multiple reagents and their volume for the bottle.
Adds Dexalin Plus bottle, Epinephrine bottle, Spaceacilin bottle.
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.
Intent of this PR: make factions actually matter.
How we're going to do this:
Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
Adds SSDocs, which manages randomly spawned documents.
These documents can be specified in a json file or in a database.
Adds /obj/random/document and adds /obj/random/document to the loot pool of /obj/random/loot.
Actually adding the notes to spawn is up to loredevs. If there are no notes to choose from, /obj/random/document will leave a blank sheet.
The notes can have HTML in them, meaning custom CSS and images. We're giving the loredevs a good bit of responsibility here.
It has been posited that it doesn't make sense to hear certain sounds through walls. So, I proceeded to go and change that.
All sounds with a volume of 50 or less will now be played only to the "hearers" list. This is basically people within line of sight. I also rewrote the lower levels of the sound API with this. The code is now more modular, while retaining the same main API entry point playsound.
This needs a test merge to see how badly I broke shit.
Adds ability for Gestalt to detach their limb nymphs and use them for scouting or whatever.
Detached Nymph can switch back and forth between controlling Gestalt or nymph
Detached nymph can merge back into Gestalt, restoring lost limb instantly.
Makes initialization of Diona nymphs based on external organs it has, not a hardcoded number
No longer Nymphs spawn on turf and move into Gestalt during initial setup.
No longer removing internal limbs would cause spawn of nymph. Only external organs do that now.
Timers:
Adds new proc in timers that calls the callback and deletes timer afterwards. Used when you need to make active timer execute now.
* Fixes Space-Ruin Issues
Fixes Load-Time and Lighting issues on the Space Ruins by moving the loading of the ruins into Atlas
* Reworks the space ruin loader
It´s now based on a json file which allows to set the weight of the ruins, add various tags with a specified weight and restrict the maps the ruin can be used in
* Fixes compile warnings
* Change z-levels in aurora.dm
* Moves the SubSystem
* Changes the player_levels back again since the away mission is now loaded after the z expansion