* initial iteration
* overlooks
* division -> multiplication
* less magic defines
* meant magic numbers, also BZ reqs -> N2O and plasma
* fusion now reacts to give higher temps
* iteration 2, thanks @Manybones
* small changes
* C O N S I S T E N C Y + more higher bigger temperatures
* testing shit and balance pass ignore this
* major balance pass, woohoo time for more TESTING
* whoops
* minor balancing
* radiation is more better
* desmos links..
* silly me
* more radiation buffs and remnants
* reverting a change i made at 2 am
* Directional icons
* and the code for the circulator icons
* deconstruction and usability of TEG/circulator
makes both deconstructable, unanchorable and able to check for their counterparts. Also improves the TEG so it doesn't need to be facing south, and allows circulators to be on either side
* circuitboard and a pixel_x/y issue
* and adds rotation
* tool_act and circulator defines
* components!
* Update circulator.dm
* Update generator.dm
* Adds disconnectFromGenerator to the circulator's destroy
* Tones down values for a lot of different hotspot_expose calls
* Update LINDA_fire.dm (#38217)
* Automatic changelog compile, [ci skip]
* Slight changes to camera network code (#38223)
* Removes a useless var and corrects two cameras to use the automatic naming system to reduce dv usage.
* Damn github didnt notice this was here....
* Fixes datediff not returning (#38215)
* Fixes pocket items being deleted when monkeyizing (#38220)
* Automatic changelog generation for PR #38220 [ci skip]
* readds atmos heating from hotspot_expose(), as requested by naksu
* Tones down hotspot_expose values for sparks moving and destroying
* tones down item heat by a lot. no more burning your face off after smoking a cigarette
In layman's terms, this means welding tools, bonfires, igniters, etc, will now actually generate heat. Attempting to build a bonfire inside the station without taking precautions is now a very bad idea.
cl deathride58
add: Things that are capable of igniting plasma fires will now generate heat if there's no plasma to ignite. Building a bonfire inside the station without taking safety precautions is now a bad idea.
/cl
Deletes /obj/machinery/thruster.
Changes the density of the following abstract types:
- /obj/machinery/modular_computer
- /obj/machinery/mineral
- /obj/machinery/field
- /obj/machinery/particle_accelerator
- /obj/machinery/abductor
- /obj/machinery/telecomms
* Fix premapped atmos machines turning on automatically when re-wrenched
* Move on and open variables up to atmospherics base
* Update maps for valve var change
* Rename valve/open to valve/on, add valve/digital/on
add: Analyzers can now scan all kinds of atmospheric machinery - unary, binary, ternary, quaternary, you name it. This means stuff like gas pumps, gas mixers, vents and so forth can be analyzed.
tweak: Analyzers now show temperature in kelvin as well as celsius.
tweak: Analyzers now show total mole count, volume, and mole count of all gases.
tweak: Analyzers show everything at slightly higher degrees of precision.
More accurate and advanced analyzers have been something that I think atmos and toxins mains have been wanting for a while now (including myself). It's always a pain to have to manually add 273.15 to every celsius temperature, or have to use outside tools or VV (which isnt usable in actual games) to calculate mole count for a gas mixture. Not to mention, the ability to analyze things like volume pumps and gas filters makes it easier to manage larger atmos setups. This is just a QoL change for people in any of those jobs. In fact, most players probably don't even know what the fuck is a mole is so adding mole readout to analyzers is a good way to get people to understand atmospherics better.
The component is initialized with any combination of three flags, EMP_PROTECT_SELF protects against effects that target the object itself, EMP_PROTECT_WIRES protects against wires being messed with similar to the NO_EMP_WIRES_1 flag which this PR removes, EMP_PROTECT_CONTENTS protects against things that are inside the object like organs, internal "non-virtual" power cells and the like
This enables (but doesn't introduce) new mechanics such as adding EMP shielding at runtime to any atom, or taking it away.
ambient occlusion is a shading technique that simulates how light behaves in the real world, where areas that aren't directly exposed to light tend to receive less lighting. In 3d rendered scenes with ambient occlusion present, this can easily be seen in corners and other crevices in geometry, and can also be visible when two objects are close to one another.
cl deathride58
add: Added ambient occlusion. You can toggle this on or off in the game preferences menu.
/cl
add: Fusion is back
add: Fusion now happens with large quantities of hot plasma and CO2, consuming all the plasma rapidly and producing large amounts of energy. Other gases can also effect the performance of the reaction.
add: Fusion now produces radiation. Be careful around reactors.
fix: fixes fusion dividing by zero and destroying everything
code: Gas reactions now have access to where they are occurring
fix: Prevents some other reactions from producing matter from nothing