Adds a variable ('idle_env_destroyer') to all hostile mobs, denoting
whether the mob destroys it's environment while idling or not. Default
value is 0 (no). Syndicate, russian and pirate mobs are affected. Also
prevents aforementioned mobs from suiciding and/or wrecking away mission
environments before the player could see them.
Fixes hostile mobs interpreting 'null' as a valid target and always
being in HOSTILE_ATTACK stance.
Made the blob start strong but grow slower, helping stop situations where the blob is instantly caught and gets wiped out and stop the blob from being unstoppable after making 4 resource blobs.
Removed the AI quarantine laws from the blob gamemode.
People didn't like getting instantly KO'd by the blob, reduced the damage output to encourage melee engagements.
Blob overminds can see in the darkness now.
It will search list/L for a /datum/data/record with fields[field] == value, and return it.
This removes a vast amount of copypasta (there's still so much left in there though). It also removes all the locate(\ref[record]) I could find, which were normal used with topic(), meaning it was susceptible to abuse.
Secbots, ed209s and turrets are now smarter with their record-checks. They now prefer to use our face-name rather than id-name. ICly, this is the bot using facial recognition. This fixes an issue where it'd try to use the name variable which could be in the format "Unknown (as their id name)" when they were disfigured, etc. causing record-lookup to fail.
Additionally, these bots will treat those without a valid record in the security database, to be treated like criminals.
- The admins now have the ability to kick all or just afk clients from the lobby
- When admins use this action, a list of kicked clients is sent to admins and into the log.
- Added a confirmation message to the admin command.
* Added admin warning messages for the recursion limit.
* Made the admin warnings only appear for every new program that is loaded, and not for everytime the script runs.
* Made the preset servers set their names to their ID.
- Updated to new UI
- Put professions into columns to reduce the length of the window
Supply Ordering Console
- Updated to new UI
- Added "Main Menu" button to the top of all lists
Security Records Console
- Fixed colors (eyes should bleed less now)
Voting Panel
- Updated to new UI
Newscaster Unit
- Updated to new UI
DNA Modifier Console
- Overhauled UI to make it (slightly) more accessible
Airlock Control Console
- Fixed UI not updating automatically
- Updated to new UI
- Overhauled UI
Modules can just run install(target,user) and everything will work fine.
Upload computers cleaned up quite heavily. Less copy+paste. Removed that pointless "Open access panel" verb they had.
Law changing procs moved from mob/living/silicon/robot and mob/living/silicon/ai to mob/living/silicon. This means clear_inherent_laws(), add_inherent_law(), etc. This is what the new file is for. Doesn't change anything since they both had exact copies of the same procs.
NOTE: This commit doesn't change the maps, so don't checkout to this without the next one.
-Dropped the radiation protection of the atmospherics hardsuit from 75, what engineering hardsuits have, to 50, what all other hardsuits have (except for CE).
-Added fire protection to the atmospherics hardsuit (equal to that of the CE and firesuits).
-Added sprites for the hardsuit to the right files.
-Added code in rig.dm for the Atmospheric Hardsuit.
The stats of the Atmospherics Hardsuit are equal to those of the Engineering Hardsuit, so the differences are purely cosmetic in nature. It lets mappers distinguish between hardsuits assigned to Engineering and Atmospherics.