- Remap: Atmopsherics.
- Remap: Captain's Office.
- Remap: Head of Staff Conference Room.
- Remap: Chief Medical Officer's Office.
- Remap: Medical Briefing Room.
- Remap: Security Processing and Holding Cell.
- Modification: Robotics Laboratory.
- Addition: Desk Ringers in several locations.
- Fix: #3391, #3374, #3345, #3341, #3308, #3306, #3277, #3244, #3173,
#3094.
- Several other minor changes.
- A new subtype of folder has been sprited for the Security folders.
- More colours of flooring decals were added.
- New colours for pipes were added (Lohikar).
changes:
Stairs now actually work.
Stairs now only move your mob up when you exit the last step.
Walking off the side of a staircase will now cause your mob to faceplant on the ground briefly.
Openturf now handles objects that cover more than one turf properly, such as multi-tile doors.
changes:
use_check() will now show failure messages to the affected mob by default. It still returns the failure reason & permits disabling of messages via. the show_messages parameter.
Lockers now take 2 seconds to weld or disassemble.
A progress bar is now shown to mobs with the progress bars pref enabled while attempting to break out of welded lockers.
Adds sounds for opening lockers, going down ladders, turning on your internals, removing and placing extinguishers in the cabinet, sounds for bone breaking and sound to the bsa.
changes:
Fixed#3203.
Tajara or Unathi CEs now get gloves that actually fit them.
OOs now respect direction changes from their mimicked object.
Replaced all references to trange() with RANGE_TURFS().
Replaced all references to is_type_in_oview() with locate() in oview().
Fixed a runtime caused by recursive explosions falling off the edges of the map.
Carp despawn now works properly with the new asteroid turfs.
Carp despawn now uses WEAKREF instead of SOFTREF.
Added tick-checks to the carp migration event.
Vaurca now have the IS_VAURCA reagent_tag.
Cleaned up butanol alien handling a bit.
changes:
/datum/wires no longer has an (init) proc.
SMES wires now use timers instead of spawn.
Cleanables' random_icon_states list is now lazy. (eliminates ~4000 lists from dirt)
/obj/effect can no longer be pushed around by conveyor belts.
Lighting overlays are now explicitly prevented from being moved by conveyor belts.
Fixes a bug where openturf would unexpectedly delete an overlay if it was updated via. update_above() when it was already queued for update. Also fixes#3191 and includes some minor performance optimizations.
changes:
Openturfs now darken the lower level less (0.4 lighting multiplier vs. 0.25).
You can now examine human-types and other objects with special examine behavior through Z-levels. (OOs proxy examine())
Fixed a bug where shadower updates caused by LO updates caused visual inconsistencies.
This was an incredibly easy fix that removed some stupid code I never should have had to fix. >:(
Hoists should be fixed when this is merged (and if this compiles, given my apparent coding skill).
changes:
Atom types can now define custom adjacency code for the smoothing system.
Walls now draw using the generic icon smoothing system.
Walls now pre-bake colors into their icons instead of doing it client-side with the color var.
Walls can now use the SSoverlay appearance cache; wall icon updates should be faster.
The "rusty" wall type now actually works.
Smoothing now uses mutable_appearance instead of image in some places.
Should be a bit easier on clients, though I haven't done profiling.
This PR breaks 510 compatibility.
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.
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.
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.
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:
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.
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
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.
Reworks #2689
Includes: Vent crawling up and down.
Quote from original PR:
Main feature is that ventcrawling between Z levels now works perfectly. It takes 10 seconds to climb up or down a pipe...
changes:
Queued icon updates now update the atom's associated openspace overlay or openturf.
update_oo() renamed to update_above(), and moved up to /atom. Only meaningful on /turf (updates above openturf if present) and /atom/movable (updates associated OO if present).
Demoted SSfalling to a regular subsystem (1ds tickrate).
Increased SSlighting's tickrate from 2 ds to 1 ds.
Items falling now deal a set amount of damage based on velocity calculations, with no more randomisation. This damage is randomly distributed throughout the head and torso by first calculating the damage dealt to the head - anywhere between zero and 1/2th of total damage, and then calculating the damage to the torso - head damage subtracted from total damage.
Ladders now have proper open-space shafts. Their sprite has been edited to remove the faux-hole, and also the down sprite is now at the same vertical pixel adjustment as the up sprite, so it looks kinda like they connect.
For security's sake, you can no longer fall down an openspace if there is a ladder on the openspace tile. Strangelly enough there was already code for not falling down if there was a ladder below you.
Added flight to some simple mobs that had been excluded from Alberyk's initial runthrough (parrots, bees, bats, and shades.)
The purpose of this PR is that you can now fly up ladder shafts.
changes:
Machinery now uses machinery_process() instead of process(), allowing machines to be put into SSprocessing-style lists in addition to the machinery list.
Automatic power calculations now involve less proc-calls.
Add portable ladders as items.
Deploy on floors that have an open space above them, and in open spaces that have floors beneath them.
Fold them, to reuse them.
Need item,structure base and structure body sprites. Probably an in hand sprite too.
This PR adds a system to display round statistics at the end of the round, with the option of logging said statistics to the feedback database.
Tracked stats:
Most deaths by ckey.
Number of people cloned.
Number of times humans have fallen into openturfs.
Number of times humans have died from falling into openturfs.
Number of times humans have been gibbed.
Preview: https://kama.skullnet.me/index.php/s/GsEdb7q733nO1LK
Okay. These modules allow you to fall from any height without taking damage. As long as your suit is powered and they're enabled, anyways. Secondly, they allow you to leap! Civilian grade allow you to leap 4 tiles, military grade ones (syndicate + ERT commander) allow you to leap 7 tiles and to also grapple people (Vox leap feature).
On top of that, if you middle click on the tile you're on with them selected, you will try to leap upwards. If the tile you're facing above you is a solid (non-open turf, but not dense either), then you will start to climb onto that tile. Civilian grade model isn't powerful enough to jump you there fully, so you gotta spend 4 seconds grappling for your life. Get interrupted in that time, you fall. Military grade models hop you instantly.
Fixes#2499Fixes#2495Fixes#2493Fixes#2480Fixes#2487Fixes#2491Fixes#2492
Gives the head of security Lieutenant Columbo, an attack dog with a special sprite that deals slightly less damage compared to other attack dogs.
Replaces Poly with floor B.O.B.
Gives Lamarr's cage a little more breathing room.
Fixes the command roof
De-randomizes fall damage. Fall damage is now the base variable * z_levels_fallen * species.fallmod + rand(-base variable/2, base variable/2)
Incorporates the first try at reasonable z_velocity. Base variable + 5(z_levels_fallen^2)
Adds toilets to the main level
Adds Poly.
Ports a refactor of diagonal smoothing underlays from /tg/, fixes a bug where diagonal smoothing did not work on shuttle walls, and updates shuttle walls to use the generic smoothing instead of mapped in icon states.
Fixes issues with shuttle corners not showing the correct underlay.
Intent: implement all of the features from #2442 while also unfucking the multiz movement files to be more readable and not recurse.
To that end, this PR does the following:
All multiz travel is now arbitrated by SSfalling. This will eliminate the need for recursion without relying on timers. Timers would be a bit scary.
The call chain for multiz movement now looks like this (in terms of overwritable procs):
can_fall() (Can lead into fall_impact() & fall_collateral() if returns FALSE)
fall_through() IF current block is open space ELSE fall_impact() & fall_collateral()
Removed almost every istype(src, A) check in the movement.dm file by exercising proper parenting and call chains.
Documented and standardized the contents of multiz/movement.dm. Because this is an API we're going to be relying on very heavily, I'd like to get this right before we move on.
A lot of minor tweaks, like swapping usr over to the applicable mob, and so on.