Ports totally;
https://github.com/Baystation12/Baystation12/pull/12389/files
Baystation12#14599
Ports partially;
Baystation12#14216 (only blob-related functions)
All the failure messages have been replaced with failure events in industrial drills, that range from probably lethal to certainly lethal and in one case just moderately annoying.
The downloader program will no longer show things you already have installed. Clears up some needless clutter, since theres never any reason to download something twice - you can make local copies on the hard drive.
Software lock now works. It didn't before. For the record i still dislike this feature but i fixed it anyway.
Added some information/error messages for when the download list is empty, to explain why
The footer with the version number is now fixed to the bottom of the window instead of floating up
Optimisation: Auto update is now disabled on the software selection menu and enabled when you're downloading something. Saves on needless processing.
Version number incremented
Fixes#977Fixes#1380
Fixes an unreported issue with carbon attack procs that made diona nymphs (and i guess xenomorphs and slimes too) immune to melee attacks.
Nymphs no longer gain light energy while ventcrawling. The inside of a pipe is treated as total darkness.
Nymph max health reduced by 15%. I don't want to nerf them too much.
Fixes several runtime errors in life procs, where it tried to set client vars without checking for a client. I ran into them when shooting a nymph
-fix several wrong tech origin related to the guns
-tweak some sprites
-add x-ray laser rifle
-add new sprites for the suit cooling unit, with one when being worn on the back
-fixed suit cooling units not working when worn on the back and inside exosuits
changes:
imageadd: "Some AI displays now have special icons used when the AI is dead."
rscadd: "Added an admin verb that allows force-storaging of SSD AIs."
imageadd: "The AI's icon now changes when it is EMPed."
other:
Gave a name to borgs' internal radio so it doesn't show as "station bounced radio".
Disabled rejuvinate() for AIs as it didn't actually work anyways.
Fixed a potential bug where an engiborg's welder might've been able to be attached to things.
Added a code helper to check if an item is a borg tool.
Fixes footstep sounds, they weren't defined. I redefined them for all floors. Also changed a few, notably carpets and bare plating have different sounds from what they used to. And all the various holodeck terrains should have correct sounds now too
Fixes bicaridine and internal bleeding interactions. It was never really working before because the internal wounds could never be removed. Slightly rebalanced some values with bicaridine and internal bleeding.
Adds short doafter and visible message to engiborg inflatable dispenser
changes:
bugfix: "Fixed formatting of forms when held up to a security camera."
spellcheck: "Fixed grammar error in IA and CE's headsets."
Fixes#1196.
Fixes#1358.
Fixes#1376.
Fixes#1347.
Replaces some BYOND text macros with spans.
Issues:
M'sai's preview image does not work (missing image).
This will probably fix all the messed up computer sprites.
Also, update the bar signs to the new bay system, which is better than the old one.
Adds back the honker.
Add rolled down security officer jumpsuit, spritted and requested by Elohi Adanvdo.
Okay. You can read the entire theory over in this issue: #1365
But basically. All objects to be initialized are now added to a list in their New() proc on world/New(). This is substantially smaller than the entire world. This allows game_controller/setup_objects() to crawl a much larger list, and speeds it up by 6 seconds (from 9.5 to 3.5 seconds). The impact on world/New() is, on average, under 1 second.
Also fixes#1365 and #1363 as a result of reworking the initialization call logic in atoms_movable.dm. initialize() is now more secure, and can handle recursive calls at any point in time.
Added different run and download access levels
Added the possibility to check for one access, one in a list, all in a list
Tweaked the access levels required to download software.
Generally speaking, only departmental heads can now download departmental software
Locked down the software of the preset consoles. (No downloading games on them)
Fixed being unable to eject portable storage devices
Locked down work consoles dont accept portable storage devices
Added a software backup crate to secure storage
Re-adds IPC APC feeding
Removes more of the horror that is type paths in text strings when they don't have to be there :ree:
Fix a bunch of lore blurbs
SQL saving is fixededed
Mark-up REGEX now requires whitespace or line ending/starts between tokens. It doesn't grab tokens surrounded by non-whitespace characters.
Updated the server greeting to only updated saved hashes if a user actively clicks on a tab.
C4 now forces old system for itself, due to raisins.
Admin verb to toggle between global default explosion type. One round only. Requires R_DEBUG or R_SERVER, is hideable.
Changes air alarms to use a bit less snowflake code per alarm type.
Fixes atmos/engineering/RD being unable to unlock the Server Room air alarm.
Minor air alarm message changes.
Adds descriptions to a few objects that lacked them.
Breaker boxes now use <span> tags instead of text macros.
Breaker boxes' description now works correctly.
Inspired partially by complaints about my changes to crates that made them hard to shoot open. This PR adds two main features which interact:
Crates can now be slid under tables, making them easier to stow away. A crate only fits under a table while closed, and can't be opened while under there.
Crates can now be hoisted up ontop of a table, this takes time depending on the mass of the crate. A crate ontop of a table works as normal, and it will also always block shots, making a table the ideal platform for firing an emitter at one.
A table can have a crate both under and ontop of it, allowing two crates to be stored on one tile, at some cost of convenience and effort. The crates have their pixel offsets modified so that both of them can be seen at once.
Fixes#1333 and Fixes#1331
IPCs, and indeed anyone with robotic organs or plant organs, can be rejuv'd properly.
IPCs now have their damage shown on VV, more or less.
IPCs have their brutemod set to 0.8, since prosthetic limbs already have brute mods of their own, and so Industrial IPCs could have a brute mod of 0.5 instead of 0.3
Probably some other stuff. It's all in the diff.
Fixes lots of things not having proper icons, especially the monkey subspecies
Makes a lot of holder sprites use contained sprites properly instead of being distributed across many files
Disables picking up LF's new Vkrexi things, because they don't have sprites for it
Searched through all the bay holder icons and made sure the new ones all work, i grabbed a few from the upstream bay repo too. Held sprites for mice and construction drones!
Makes hats work properly on held drones and nymphs
Ports and implements all the new pai held sprites. Reworked pai interactions a little to allow picking them up, as well as petting/kicking/etc.
Moved pai collapsing to alt click, so it wont happen accidentally
In short, baymerge changed beekeeping. Generally for the better, i love some of the new things they did. But they also removed some things (like the actual bee mobs) and some of their new stuff wasn't properly implemented.
So this PR fixes up both the bay beekeeping content and ours, to work in harmony together, remove redundant stuff, and fix lots of bugs.
-fixed some mapping issues with the central command level, such as wrong windows, missing playing cards and messed up health scanners
-added a module computer for the cccia at central command
-added frag grenades to the traitor uplink
-fixes #1328
-fixed some missings computer sprites and the fucked up account terminal
Fire extinguishers can no longer be filled with blank units.
You can no longer spam buy announcements with the traitor uplink services tab (Thank god) http://imgur.com/a/hqSdS
CE hardsuit now a bit more fire resistant. RD hardsuit now has a good deal of EMP resistance, but nerfed the protection stats a bit. (makes since because the RD works with artifacts that can EMP, right?)
Adds Shells. Adds tags. Adds IPC subspecies. Adds HK-47's. Does not add IPC construction.
Beyond the obvious review of shells, the exact stats of the IPC subspecies need review. They were largely an afterthought, and quickly overshadowed by the shell project.
Moved explosion calculations into a process that processes a queue of explosions with SCHECKs in areas with significant processing.
Significantly reduces server freezes during large explosions, and almost completely nullifies them for small ones.
Likely subtly changes how explosions behave.
Fixes radiation so species' radiation_mod values are actually applied.
Refactored radiation application to use proc apply_radiation() instead of directly modifying the variable.
Porting bay's versions of apollo cooking machines, which existed in old code. Most of the coding was done by Zuhayr to Baystation12.
Also, some minor mapping changes were made to the kitchen, so, all of this could fit inside.
-fix msai and zhan tajaran not having hairstyle or being able to use tajaran only equipment
-add some extra details to their languages
-adds siik tajar has an alternative language
-remove devouring from tajaran
-fix changeling getting 25 points
Due to admin's decision, the station nuke is being replaced with a terminal. Pretty much porting this from the newest bay dev branch.
Other changes:
fix a messed up syndie borg sound
fixes#1308
* Fixes SQL saving of hex numbers
* Removes completed TODO-MERGE notes
* Changes one instance of Galactic Common to Ceti Basic
* Renames instances of blind.layer to blind.invisibility (as is proper)
* Fixes the SQL schema some more
* Implements pAI saving
bugfix: "Global nightmode toggle no longer affects security as was originally intended."
tweak: "Manually turning on nightmode will prevent the automatic system from turning it off."
-added an alt unathi language, at jackboot's request
-added an automatic shotgun weapon
-fixed rifles having the wrong delay when not wielded
-fixed non-lore friendly ipc limbs
-fixed #1292
-fix syndicate borgs not having the right assigned mind
Breeders now need to breathe again.
Sanity check for any gun that requires charging has been added. It's not been added to the master special_check and firing procs yet because weapons that need to charge remain fairly edge case.
Frag grenades will now never cause a hole to space, although they will cause more superficial damage, retaining their lethality.
Cyborgs, when self-destructing, will now lockdown for five seconds, announce to everyone around them that they are self-destructing, and then explode (Again, never causing a hole to space), and launch 50-100 shrapnel (1/4th - 1/2th the amount of a frag grenade. Each shrapnel is 1/3rd as damageful, and steps half as far.)
Chelms (Golem brains) can no longer be put into MMIs. Never made any sense.
rscadd: "Added a night-mode control program for the Chief Engineer."
tweak: "Changed how night-mode works internally."
tweak: "Red alert now disables night-mode."
spellcheck: "Slightly changed alert messages."
Fixes#1200