changed the values so the equipment effect stays the same. Remove global_iterator datum.
- fiddled with equip_ready procs of mech tools.
- removed mecha/proc/do_after and /enter_after() procs.
- Renamed mech sleeper occupant var to "patient" to avoid confusion with the occupant of the mech.
- all non instant tool (drill) now show a progbar when drilling etc..
- action cooldown now use do_after_cooldown() (that itself uses do_after) and start_cooldown (for instantaneous actions).
- Removed mecha_equipment's destroy proc, it's now all in Destroy(). No confusion.
- modified mecha_equipment/proc/can_attach() to not check istype(mecha) b/c it can't not be. (so the child only have one istype check.
- Removed diamonddrill/can_attach() , all done at drill level.
- armor booster now only for combat mech, instead of all except honkmech.
- Removed dynhitby, dynbulletdamage, dynattackby, dynusepower(), dyngetcharge(), dynabsorbdamage()
- I split the tools.dm file into smaller ones: work tools, mining tools, other tools.
- I split mecha.dm into mecha.dm, mecha_topic.dm and mecha_defense.dm
- refactored mech weapon ballistic/launcher, new proj_init proc, more OOP.
- Moving consumes energy! Lights consumes energy. Fixes#9425.
- Fixed#7354 xeno not bursting if host is inside a mech.
- Added action buttons to mech. Moved toggle lights, internal tank, eject, view stats from verbs to action buttons, these can now only
be done via these buttons (removed them from the big stats window).
- Removed port connect verbs b/C it's automated now.
- regular hud is no longer hidden when inside a mech (doesn't matter b/c you can't interact with most stuff in it while in a mecha). Fixes issue 10387
- can't walk when shooting projectiles. Makes walking on your projectile a bit harder. Helps against issue 10315 (but doesn't fix it).
- also made into action buttons: the special abilities of certain combat mechs.
- Added thrown alerts for mech charge and integrity.
- Fixes teleporting occupant out not properly removing it from the mech. Fixes issue 10330
- fixes ballistic mech weapons spinning when launched. proc/throw_at() now has a spin argument instead of using var/allow_spin that was added to all atoms just for that.
- added a update_action_buttons() to ai/life() to handle ai mech.
It was not as proper as the name would imply, and experience and amused redditors have taught me that writing a proper HTML-scrubbing function is a very hard task indeed.
Removes lots of copypaste.
Admin newscaster barely modified, they still are a gigantic copypaste from the topic.dm() of the newscaster object.
Printed diaries will now only report the information available when they were printed, including wanted status and the different types of censorship.
All datums are now under /datum/newscaster
Wanted is now a different type of datum, /datum/newscaster/wanted_message
Fixed a bug where you couldn't censor normal submissions, made by crewmembers.
Fixes#944
- Viciously rips radio code from bots, replacing it with something
better and faster!
- Bot patrol logic redesigned, much faster.
- Gives all bots Robotics access for easy patrol activation.
- Bot navigation beacons are no longer radios. Instead, they are
maintained in a global list.
- Navbeacons can now be accessed by Roboticists, and they use a better
UI.
- PDA bot code rewritten. They no longer use radio objects at all!
- Captain now has all-access! His cartridge now has everything except
Mime and Clown functions.
- There is now one button across all PDAs for accessing bots. Only bots
you have access to control will show on the list.
- Buffed the signaler cartridge! It may now be used to signal on all
valid frequencies.
- The AI's botcall interface now includes the bot's model, so it can
always identify the type of bot it is controlling. PDAs have this as
well.
- Spilled my blood to begin Jordie's dark ritual.
-The Captain's PDA can now access multiple bots!
- The Captain and HoP PDAs can now also remotely access Newscasters!
- Bot radio code now no longer uses filters to allow for multi-access
radio control.
- Bots can now patrol while off station.
PDA's start off again, but the code is still there.
forceMove() now calls Moved() and has some other minor tidying up. This means teleporting will update the lights around you right away.
Uses actual objects on each non-space, dynamically lit turf. Light levels are switched back and forth via animate() and the object's alpha. Supporting colors shouldn't be too hard. Some hacky efficiency improvements means it isn't that much more expensive than current (I think, needs testing). Most of the lighting ss's cost is in checking all the lights and doing big loops, not anything actually in the loops themselves.
Start PDA flashlights on. This was to speed up testing but frankly I think it's a good change in general.
Added a Moved() proc. Called after a successful move.
In the future I hope to move off the luminosity var entirely but that was too slow in testing for me. That's what all that "for(area in sortedAreas) area.luminosity = 1" stuff in the lighting ss is, tests on removing luminosity outright.
Aliens, slimes and monkeys can climb into disposal but cannot flush it.
Non carbon mobs can no longer climb into disposal by themselves.
Stuffing another mob in a disposal unit is now only done via grabbing.(fixes bugs like stuffing someone while being inside the disposal yourself)
Large mobs no longer fit inside disposal.
Fixes hydrotray growing overlay layer.
Fixes slicing broken pipes dropping a straight pipe.
Fixes typos.
Removing unused var from disposal.
- Moved the "parsepencode" proc from **newscaster.dm** and **PDA.dm** to
**text.dm** as a global proc.
- Made the "parsepencode" proc accept only a single agrument if desired.
- Removed the font constants from **newscaster.dm**, **PDA.dm**,
**paper.dm**, **paperbin.dm**, and **photocopier.dm**.
- Replaced aforementioned constants with define'ers in **misc.dm**.
PDA.dm:
- Set Nick maximum length was 7 when you started with a 8 character
nick. Input maximum length changed to 8 (9).
- Set Nick and Set Channel 's input are not trimmed.
- Set Channel now has it's input's spaces (" ") replaced with
underscores ("_") after trimming.
- Minor changes to NTRC Help.
chatroom.dm:
- All messages that begin with a "/" are now considered commands.
Feedback is given when a bad command is entered.
- Commands now take a fixed number of agruments. Feedback is given when
bad command agruments are entered.
- Added checks to prevent channel names like "#".
Notekeeper:
- Now uses [PenCode](https://tgstation13.org/wiki/Paper_BBCode) rather
than HTML.
- Now uses the same font as paper. Meaning that signature has a
different font, same as paper.
- Editing the notes now uses **stripped_multiline_input** proc.
- Cancelling the input box no longer deletes all the notes.
- Added a horizontal rule between the Edit button and notes section.
- Incremented the Notekeepers version number by 0.1 because of this new
notekeeper update.
- Scanning paper with your PDA now saves most of the content to the var
that is shown as default text in the edit input box.
- Scanning paper now states that it is saved to the notekeeper.
- Can no longer scan blank paper. User is notificed of this.
NTRC Chatroom:
- Set Nick now does not allow "" as a name, and cancelling the input box
doesn't delete the nick.
- Set Channel now has a length limit of 15 rather than 255.
- Message now does not send "" messages, and cancelling the input box
doesn't send a message.
- Added a horizontal rule between the buttons and notes section.
Other:
- Changed the **msg_input** proc to use **stripped_input**.