* Fixes large crates acting like lockers
* removes forgotten comment
* Adds Cobby's suggestions, and makes the description more useful. Also improves feedback when using the wrong tool.
The total number of assets to be sent has been reduced from 1532 to 76, with time between first asset and last going from about 112s to about 7s (a 93% reduction) by my measure. The following assets have been coalesced:
705 pipe images (used by RPD) -> 1 spritesheet + css
595 research design icons (used by R&D console) -> 3 spritesheets + css
116 OOC emoji + 15 language icons -> 1 spritesheet + css
27 PDA icons -> 1 spritesheet + css
11 paperwork stamps -> 1 spritesheet + css
Why: Anomaly cores have few uses, science could use something combat related as a bribe for RnD now that they dont get any guns, and I want to see engineering pushing the engine towards near meltdown to try and harvest anomalies (would obviously need a way to make those capturable though).
I dont know where to put the node in the "web" really, so suggestions are welcome.
The reactive armour shell accepts anomaly cores to build various armours as follows
Flux - Tesla armour
Pyro - Fire armour
Gravity - Repulse armour (new in this PR)
Bluespace - Teleport Armour
Everything else - Defaults to stealth armour as a fallback
* removes the block chance from the Roman Shield.
* replaces the Roman Shield in the autodrobe with a toy version with no block chance.
* replaces the armoured roman helmets from the autodrobe with fake ones.
* Properly adds a hand tele suicide with the proper checks and properly add my name to the admin config with the proper newlines. Right proper.
* Woops
* Fixed Z level listing
* cleaner code is cleaner
cl cacogen and nicbn
tweak: You can now select RPD modes individually.
tweak: RPD autowrenching is now a tgui action rather than an Alt Click option.
/cl
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
This removal is motivated by both gameplay and technical reasons.
Gameplay:
The stock market being a part of a station's Cargo department does not make sense, for either practical or lore purposes. The mechanic is bad because players are receiving cargo points from literally nothing. There no kind of freight handling or any other sort of bottleneck at all, just number entry on a computer from a seat. The stock market code is quite complex and a good attempt was made at simulating a stock market. However the attempt falls short, as it is still quite easy to manage stocks to grow points passively and safely. The stock market is also a multiplicative source of income so any other cargo point source gets extra scrutiny over balance, undeservedly so. Other aspects of cargo have already repeatedly taken hits. Such nerfs include the decreasing marginal returns for most exports and the base export price of plasma. I've noticed cargo doesn't care as much about exporting plasma as much as they used to.
Technical:
There seems to be a major issue with stock growth, particularly one bug in particular that grows stock prices to astronomical levels. As I mentioned before, the stock market code is quite complex, not to mention long. @Iamgoofball himself does not seem to making an earnest attempt to properly maintain and fix the issues, instead constantly making controversial band-aid fixes and removals (pot, kettle here I know). I would normally make a fix attempt as the code seems interesting but I do not agree with the stock market being a part of the game for gameplay reasons and thus have no interest. I have other ideas for cargo but they are still in the ideas stage so they are worth nothing. Still, I think removing the stock market and making room for other cargo features is the best move.
* kill BANG_PROTECT_2
* let's put this back in
* dirty
* kill OMNITONGUE_2
This is a write-only variable, probably leftover from some refactor years ago
* kill flags_2
* Puts back required time for the emitter and field_generator and also removes a certain issue that certain people were causing
* Couple of things I missed
* I noticed the error with regards to atom and changed to obj like I was trying to originally. Also its fine to build on tables that wasnt the issue with this specific aspect.
* Edge windows. We need those.
* optimised the checks to be behind a if check for when you are actually needing to make something for the floor...
* Corrects a input proc by request
* Working is not my strong suit.