Blob Gamemode Revamp
Blob gamemode is back and better than ever.
The blob is selected from be_alien candidates and is controled like a real time strategy game.
Added a Jump to Node power.
Cleaned up the code.
Changed some more values.
Added a blob_act() to camera.
Removed most "if(gamemode == "blob") checks to stop people from using it to metagame.
Removed cells exploding when being blob_act()'d
Re-introduced the concept of a player controlling the blob in an RTS fashion, expanding the blob and building structures such as nodes and factories.
All blobs will try to find ghosts, with the BE_ALIEN flag, to be the blob overmind. Even random event blobs will try to get players to play as the overmind.
Added a /mob/camera that is now being used by the AI eye and the blob overmind. It is a mob that isn't dead but acts as a camera for the player, to be controlled by something like the AI or the blob.
There are now a resource currency for the blob to spend it's points on blob expansion and upgrades.
Added a small blob_act to mechs.
Made all camera mobs max invisibility. Because of this I removed the AI best friend button as it would be not working.
Blob mode will send a normal intercept report.
Makes the "coder secrets" in secrets panel become general secrets for all admins. Adding myself to admins.txt for test server purposes, in case I ever forget to change it again.
Reasons:
It's very helpful to use the admin log for a quick glance to see who spawned the mateba for the clown, rather than open the serverlog to check.
Plus I see no reason why it should be restricted to coders, considering it's not really at all able to affect the game by admins seeing it.
Testing force overwrite
Cheridan broke my git the first time, here's try #2!
Makes the "coder secrets" in secrets panel become general secrets for all admins. Adding myself to admins.txt for test server purposes, in case I ever forget to change it again.
Reasons:
It's very helpful to use the admin log for a quick glance to see who spawned the mateba for the clown, rather than open the serverlog to check.
Plus I see no reason why it should be restricted to coders, considering it's not really at all able to affect the game by admins seeing it.
-Redid the HoP office (https://dl.dropboxusercontent.com/u/831776/hopdop2.png)
-Added more walls to the north side of the AI chamber to plug up the holes you could stand in to hide from the turrets
-Added another table in the prison wing to make it easier to see the items
-Replaced loose tools in armory with a single toolbox
-Replaced electric chair in abandoned satellite with an electropack
-Added a little bit more fluff on centcom
-Tweaked engineering maint a little bit so the camera would no longer be able to see into the dead end
-Added missing multitool to atmos
Added a special check on move() code, only when you're pulling something. If the loc of what you're pulling is the same after you moved, you'll execute the pulling. Otherwise you'll stop pulling. This is to avoid pushing something that you're pulling and moving it back, looking like you didn't do anything. This was "handled" by the spawn(0) procs.
Reworked cyborg recharge stations, they aren't part of the death() and Bump() procs of cyborgs and they act like lockers. Click them to open them and again to close them. Added a sprite for when it's closed with no occupant inside (it's just the closed sprite with red lights instead of a blinking green light).
There is now a PRELOAD_RSC define in code/_compile_options.dm. Setting it to 0 will allow you to use on-the-fly rsc downloads, or the new remote rsc features.
Normally (PRELOAD_RSC == 1) the game will send you all the resources for the game that existed at compile time, this is the long-delay before joining the game...but it means that the game isn't sluggish later on due to trying to download icons and such. Which is good, but uses a lot of bandwidth.
On-the-fly behaviour (PRELOAD_RSC == 0) is when the game only downloads icons when you see something for the first time...this is often responsible for things being briefly invisible on slow connections.
Remote RSC behaviour (PRELOAD_RSC == 0 and some urls defined in config/external_rsc_urls.txt), is a mixture of the two above behaviours. It allows you to connect without downloading lots of resources immediately. However, once you connect it will select a url from a list of urls which hold zipped up copies of the tgstation.rsc. This allows the load of downloading those large files to be distributed across a few cheap web-servers or free upload sites...whilst the main game-server is freed up for other stuff. Should preloading from a remote url fail, behavior will revert to on-the-fly.
The attackby() of flamethrowers can lead to flamethrower_screwdriver() and flamethrower_rods(). Two new procs that handle the creation of a flamethrower.
New object /obj/item/weapon/weldingtool/largetank/cyborg. This new object does nothing on the flamethrower creation procs.
I'm not entirely happy about this.
ghost_form is now saved with other preferences.
Public visibility of memberships is toggable and saved with other preferences.
ooc-colors for admins and members are now sanitized. Bright colours like Yellow, white and baby-blue will be darkened for the sake of legibility.
Related to above - added helper procs to convert between RGB and HSL colour models.
Admins cannot modify var/unlock_content without +DEBUG rights. unlock_content moved from client into prefs.
Player savefile version number updated - this will trigger savefile updates, no data should be lost.