-Added logging for admins editing objectives
-Added logging for admins adding new antagonists
-Changed the antag role assignment buttons to something more appropriate for the game modes. Will now tell you if someone is loyal (implanted).
-Added a isloyal() proc to check if a mob is loyalty implanted.
-Made the headrev message more noticeable
Resolves an issue where whitespace in names could cause a saveslot button to wrap to the next line.
Byond members:
can colour their name using the admin ooc-colour feature.
get a icon next to their name in ooc chat.
can choose their icon_state as a ghost.
get 8 saveslots
unlock_content tracks the return of IsByondMember(). This is to allow for easier testing/debug.
/turf/simulated/proc/update_air_properties()
- Changed border lists to use |= rather than -= then +=.
/datum/camerachunk/New()
- Uses block() rather than range() and a coordinate check
Comment (copied to two places) outlining a potential optimization. (potential as in "needs to be tested whether it actually makes things faster")
Changes flash/welder protection eyecheck() proc from several hard coded item checks to a /var check for eye covering items, reducing the number of IF statements and allowing greater flexibility as child items can have a different protection level to their parent.
Created a new proc tintcheck()
-Items have a separate tint var to allow for items to protect but not impair, such as space helmets.
-tintcheck() adds these up for eye covering locations
-life.dm uses this new proc when checking to apply the welder overlay instead of hardcoded if statements
-Turns out there was already a Gaussian PRNG proc already, used by mechs and turrets. I've replaced it with my one as mine has almost half the cost. (currently broken! still waiting for fixes to be pulled!)
-replaced between(min, val, max) with Clamp(val, min, max)
-get_turf(thing) now uses var/list/locs to locate its turf, rather than iterating up through loc of its loc of its loc...etc
-sign(num) moved to maths.dm
-InRange(val, min, max) replaced with IsInRange(val, min, max) (they were identical)
-Removed ismultitool() iswrench() iscoil() iswire() iswelder() iscrowbar() etc
-removed modulus(num) as abs() performs the same task! *roll-eyes*
-removed get_mob_with_client_list() as it is no longer needed (we have var/list/player_list now)
-removed get_turf_or_move() as it simply called get_turf
-removed get_turf_loc() as it was identical to get_turf()
*Additions:*
-The "Declare Ready" link in the lobby will automatically become "Join Game" if the round starts before you declare ready, so you don't have to click it twice
*halloss removed from all updatehealth() procs. I could see no reason for it to be there. Correct me if I'm wrong.
*Updated all updatehealth() procs to use maxHealth instead of magic numbers.
Also fixed issue 566, where it was possible to weaken corpses. Dead humans, humanoid aliens, and larvae should no longer be weakenable once they're dead.
Also also, changed the default name for human mobs from unknown to Unknown. This is makes them consistent with humans whose identity is destroyed by acid or face damage. They'll no longer show up as "The unknown" in messages, since Byond recognizes Unknown as a proper noun due to capitalization.
Finally, gave Runtime a DNA joke as a description. Not sure why she didn't have a description.
-As requested by errorage, you can now place air/oxygen tanks and fire extinguishers on Ian's back. Additionally, you can also place cardborg suit/helmets on him.
-Cleans up some shoe code and unused sprites from feet/suit .dmis.