Adds 19 new hair styles and 3 new facial hair styles, splits human_face.dmi into several DMIs, and support for hair/sprite_accessories that use blending modes other than ICON_ADD.
Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.
I suspect the issue is with null entries in the records list.
This just nukes them all before processing with sorting. I looked over all of the list accesses, and they didn't appear to be index controlled, so this shouldn't break anything.
* 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
Ports Apollo's infraction's system, creating a permanent criminal record for every character. Every minor or medium infraction accrued over the course of a round is added to the character's permanent security record which is available at vanilla records councils. Antagonists are automatically exempt from this process, and players can exercise control over what charges they consider canon or not.
Brigging a person is now dependent on the criminal sentencing computer, which reads a person's ID and applies a brig timer automatically for the charges selected. Personnel without ID's will have to be brigged manually.
Because of the limitations of BYOND's bitwise operators (which affect both the old and new implementations of num2hex()), you cannot use numbers larger than 2^16 with that proc.
Manual port of https://github.com/PolarisSS13/Polaris/pull/430.
* setup_economy() was called twice.
* Game state is set to playing just before creating characters, this ensures equipment such as headsets initialize properly().
* Removes the sleep in manifest creation. Prevents duplicate manifest entries from occurring if one joins within 4 seconds of round start.
The new general information being:
Home system
Citizenship
Faction
Religion
Still to be made available in employment/security/medical records as applicable.
We won't regenerate the list for Manifests every tick while viewing the manifest, instead we have a global variable for it PDA_Manifest that we Cut() if there is a change to the manifest then when the next player goes to view the manifest on their PDA it will recreate the list that one time.
Some sections of the PDA will no longer auto-refresh every tick because...well that's dumb.
Modes that will no longer autoupdate at all: Viewing medical/sec records, viewing notes (will update when you change them of course), and the station alert menu.
Modes that will only autoupdate every 5 ticks: APC list (Because it's a huge fuck off list), the manifest, mulebots and secbots screens, supply requests/orders, and janitor supply locator)
Some other things that I just can't remember right now.
DNA now stores blocks internally as numbers and only makes the uni_identity and struc_enzymes strings when something has changed. This is vastly more efficient.
In addition, the API for using it has been simplified. Common tasks, such as setting a sub-block, or getting a value from the block, are handled entirely by the DNA datum with simple, easy-to-use procs.
Tested on local server, but may need balancing and additional look-over since the code is from our server (/vg/) and I likely broke or forgot something.
Current hooks are "startup", "roundstart", and "roundend".
Most stuff in world/New() has been moved over to the startup hook.
Roundstart and roundend have no hooks yet.
Removed the unused "newbanjob.dm" file and associated verbs/topics.
Bumped RECOMMENDED_VERSION up to 501.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Added employment records console.
Added circuit for employment records.
Added employment records consoles to every head of staff office. (Map)
Added a circuit spawn for an employment console in tech storage (Map)
Fixed pod 5.
Signed-off-by: Jamini <mobiousjami@gmail.com>