They now use the screwdriver instead of the welding tool
On top of that I added a check to ensure you can't disassemble the same girder
more than once to farm materials
- Fixes hostile animals weakening non carbons, and adjusted weakening values 1958.
- fixes being able to drop defib paddle by resting, fix a runtime linked to this.
- can no longer pick card from deck while resting, same for paper bin and bedsheet bin.
- examining extinguisher and atmos watertank nozzle gives you the amount of water remaining.
- buffed capsaicin/frost oil temperature effects as well as basilisk temperature effect (to counterbalance the recent change in natural bodytemp stabilization). And slight nerf to ghost chili temp boost when held in hand (for consistency). 8501
- fixes religion name choice window labeled as mime name
- fixes nearly invincible larva 9223
- your health/status now updates immediately after taking damage, we don't wait for the next life(). 7031
- Fixes alien nest overlay not updating when dead mob is gibbed by larva exit. 8523
- fixes flamethrower tablecrafting. 9261
Squashed commit:
[971e023] Lets try loosening the restrictions on territory tagging
[c55a30d] Reduced pen cost to 40
[2b83dca] Formatting and changelog
[1fe81a8] Let's make the message slightly less gamey
[3067acc] Changeloggery
MC:
No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
MC can now be told to init a zlevel
All Subsystems:
Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
All subsystems now properlly handle being given a zlevel in their init proc
Subsystem changes:
Air:
Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
Air now fires 4 times faster when it can do so without lagging things up
Pipenet has been merged into air
Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
Hotspots (the fire object) are now object pooled
Pipenet:
Deleted, added to air
Machinery:
Moved all atmos calcualtions in all objects's process() to process_atmos().
Lighting:
Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
Ticker:
Fixed ticker not updating the lobby panel when game start delayed
Fixed the game start timer updating rapidly from queued fires when game start delay is removed
Garbage/qdel:
qdel will now limit its process time to 2ds a fire.
qdel can now be given hints as a return to Destroy() as to what should be done with the object.
the options are:
queue: (default) this is the normal behavior.
letmelive: old default to non-null/zero. does nothing with the object
iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
Fixed some objects not GCing because they didn't properlly clear references in Destory()
Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
- Bosses can now summon their gangsters to a location with the gangtool
- Gangtools cannot recall the shuttle if the station is too damaged (<70% Integrity)
- Fixed SSshuttle.emergencyLastCallLoc not being handled or stored properly. Fukken Carn breaking my shuttle features.
- Fixed a potential injection exploit in gangtool's can_use()
- Jobbanned players cannot be promoted
Butchering spiders now is done in one step, not leg after leg. Changed simple_animal/harvest proc.
Kitchen knives are now weapon/kitchen/knife.
Fixes eating omelette with fork.
Changed some code to use is_sharp() instead of multiple type checks (spacevines and leather code).
Removes utensil/knife (we already have kitchen/knife).
- The button is now labelled "Make Centcom Response Team"
- Added different response teams of varying strength, to give admins more options than balls-to-the-walls all the time
- Code Green: Centcom Official
- Code Blue: Light ERT - No access to lockers or admin weapons
- Code Amber: Full ERT - Access to lockers, but not admin weapons
- Code Red: Elite ERT - What we have now.
- Code Delta: Deathsquad
- Removed Make Deathsquad button as it's all collapsed into this one button now