Hoists now release hoistees if they wriggle out somehow. Shouldn't happen anyway, but consistency_check should handle any odd shenanigans.
Silicons should be able to be hoisted. Buckling wasn't anchoring them, for some strange reason.
Fixed a bad message, where [user] was used instead of [usr].
You can't directly unbuckle people from hoist hooks.
Fixes an issue where the crew monitoring map would say it was unable to connect to TCOMs when there was no one with suit sensors on but it could still connect to TCOMs.
Ports a new type of reference from bay: weakrefs.
They validate type like hard-refs, but don't block GC like soft-refs. Performance-wise are worse than both, but generally more convenient than softrefs.
Reduces the damage taken from shocks, so people won't be husked by bumping into any airlock. Also adds the features of human/electrocute_act to the human proc, so, there is no need to call the carbon proc.
Adds hoists! Traverse Z-levels in style!
Use a hoist kit to deploy it on the same tile as you, in the direction you're facing.
Drag an object or mob to the hoist clamp in order to attach them to it.
Left click on a hoist to move up or down, depending on its current direction. This will also pull anything attached to the clamp along with it.
When the clamp is blocked and can't move up or down further, it will automatically switch direction.
To disconnect someone (or something) from a clamp, drag the clamp to the tile you want to put them on. It must be within one tile of both you and whatever is attached to the clamp.
When you're done using a hoist, you can collapse it back into a hoist kit with the Collapse Hoist verb, for easy transportation.
Hoist kits are not available on the map, so they have to be spawned in.
It is preferred to use hoist kits instead of directly spawning a hoist, where possible, when testing.
This PR contains bugfixes for:
Drones being able to transmit empty messages when talking in local drone chat ("dronesay")
A possible runtime in dronesay, caused by a null-reference in player_list, or a mob not having a client
Underwear and Socks selection in Character Setup breaking when switching genders.
Character loadout is now sanitized each time before it gets displayed. Invalid selections will be reset to "None", when changing the character's gender.
changes:
Body marking icons are now cached in SSicon_cache.
Renamed the body-hair cache (used only by Resomi) to make it more clear what it is.
Humans now use SSoverlay for applying overlays, though they force-compile instead of waiting for it to tick.
Fixed a bug where getFlatIcon() did not work properly with SSoverlay overlays.
Canes and concealed canes have the same size, also fixes and re-adds their old update icon proc. And also, probably fixes beepsky attacking the hos dog.
changes:
Parallax now actually moves properly on Move().
Parallax movement can now be toggled as a preference.
Merged all movable/Move() overrides for performance reasons.
Turns connecting_turfs into an associated list. From testing a few years ago, assoc lists performed quite well when it came to key-access at runtime. This then allows us to make the loop at ConnectionGroup.dm:112 into a stable one, complexity wise. Only O(world.view^2) instead of O(connecting_turfs.len * world.view^2).
All references to connecting_turfs were edited to match this.
changes:
Replaces a lot of in-world loops with more specific lists.
Recipes are now copied in SSmachinery/Recover()
Fixed bad sorting on all_areas list.
Added skeleton Destroy() to SMESes as they did not have one and are failing to GC.
Seems to shorten SSatoms init a bit, maybe from removal of in-world in MULEs?
changes:
Fixed a bug where non-clothing custom loadout items would not spawn.
Fixed a bug where latejoining AIs would spawn at CC / Cryo instead of the core.
Added more SSjob debug statements.
Fixes#2942.
changes:
Openturf now uses ~200 MB less memory when sunlight is enabled.
Openturf now handles recursive OO copy better.
Lighting objects now update their existing color list if they can instead of creating a new one each time.
The sun can no longer fall out of the sky.
Openturfs should be a little gentler on clients.
Openturf darkening factor can be more easily changed.
Reset-Openturfs no longer hangs SSgarbage.
changes:
Lists are no longer created every time a movable moves (!)
Lists are no longer created every time a datum is destroyed (!)
Observation events now properly clean up references.
Removed the unused task_triggered event.
changes:
Holomaps now use an area flag instead of a proc to determine which areas do not draw on the holomap.
The supply shuttle once more has a roof.
The supply shuttle's landing zone is now dynamically lit.
Turfs only generate visibility updates on Initialize() after mapload - visualnet is not initialized by then anyways.
Merged /datum/gas_mixture/(init) into /datum/gas_mixture/New().
Converted a ZAS proc into a macro.
Made ZAS attempt to remove a turf from a zone instead of always rebuilding it in a certain case.
Macroized two misc procs.
Fixes#2947.
changes:
The station's holodeck is now dynamically lit.
Improved quick-pickup's tick checking & converted to assoc lists instead of if (thing in list).
Fixed an edge case where openspace overlays would not properly cleanup on forceMove to a non-turf.
Fixes#2941.
Fix the most common RTs from Sunday's testing.
Also works on orebags. Limits their capacity to 200, as anything higher than that breaks the fancy inventory system something awful. Maybe I should write a UT to test and confirm this. Expanding: I don't think TICK_CHECK in inventory procs is a good idea, without fully implementing a non-fancy storage subclass. Non-fancy would just be speedy without all of the fancy inventory orientation bullshit. But CBA to do that now and I'm not sure if it's worth it for the edgecase of drone satchels atm.
Adds the following items:
Mr. Monkey - Oz Auman - theiguanaman2
Maraziite Throw Over - Urzkrauzi Vizili - jackboot
Iron Mask - Urzkrauzi Vizili - jackboot
Fixes#2939 by removing the simple animal mind datum that replaced the assigned_role with animal instead of keeping as it is.
Also, adds apprentices to the wizard antag list, allowing them to use aooc and etc.
Fixes#2803Fixes#2553Fixes#2597 (Couldn't find a cleaner way to make this work, unfortunately. Not all procs-as-verbs can be used as procs.)
Fixes#2498Fixes#2912
As it works currently: Electrocute_act, the proc called when anybody gets shocked, has several problems.
As it is now - it only damages the hand. These changes Allow it to "arc" through one of 6 possible arcs:
*left to right hand
*right to left hand
*right hand to right foot
*right hand to left foot
*left hand to right foot
*left hand to left foot
*Snowflake hand to head to hair to ground fuck the braid
the "arcs" Check the siemens_coefficient of the entry and exit points of the Arcs when calculating damage - So you won't take any damage if you have insulated gloves, and I'm not sure if any shoes have that. but it tries to calculate it anyway. Who knows, Janitor might be buffed.
I've also taken the 60 seconds it took to add the proc to simple_animals. it's just flat damage right now though. I'll probably spruce it up in the future if nobody else does.
The proc shouldn't in theory work any differently if you provided a def_zone for it to target - it'll still just damage the one area. but if no specific area is provided. it'll "arc"
-removes the brute reduction from the regular baseline, because robotic limbs already have those
-reduces the industrial brute resist from 0.5 to 0.8, because again robotics limbs already have some
-fixes industrial and shells head not being tagged as vital and makes their max damage be equal as other external organs
Pretty much fixes hostiles mobs that had a ranged attack being unable to use it if they are controlled by a player, so, we can have human controlled cavern dwellers and combat drones(in case of adminbus).
Also, fixes a broken design that needed mutagen and being able to transfer reagens to species without blood using an iv.
changes:
Added a isopenturf() macro, equivalent to istype(thing, /turf/simulated/open).
Converted most/all instances of istype(/turf/simulated/open) to isopenturf().
Made update_above()' aware of queue status & inlined a proc-call.
changes:
Converted some list procs to macros (why the fuck was islist() a proc?!)
Removed some old sorting procs and replaced their few remaining calls with sortTim() calls.