* MMI'd clockcultists put in AI cores will properly lose clockcult
* uuuuugh
* fix the core while we're at it
* "
* mrrp
* this will also follow you around
* hmm
Fixes spider structures having null armor
Fixes division by 0 with hellcan
Fixes runtime in automatons
Fixes runtime with recharger in modular computer destroy
Fixes runtime in power monitor
* Throttles botcall's call bot command
It will now make the ai wait until the bot's astar operation has finished before it can send another call bot command (to any bot).
There is a secondary time out of 90 seconds in case the astar operation just never returns, this is mainly a failsafe, the longest astar operation i've seen is 47 seconds.
* Update ai.dm
* CTF guns only hurt mobs with CTF armor
This is moving towards the possiblity of spawning CTF spawns and flag
spawns onto the station without people being caught in the crossfire.
* Debug messages are bad
* Cyborg upgrade board tweaks
🆑 coiax
add: Cyborg renaming boards cannot be used if no name has been entered.
del: Cyborg rename and emergency reboot modules are destroyed upon use,
and not stored inside the cyborg to be ejected if modules are reset.
/🆑
Reasons: Because being renamed "default name" isn't fun, and it means
you have to hang around to be renamed AGAIN. And for lore/balance/sanity
reasons, you don't get to get the reboot board back after you used it;
try dying less.
* Naming changes, and transformer tweak
- A new unnamed cyborg will copy the user's prefered cyborg name if
possible, defaulting to the old format if there's no preference.
- A rename board with no setting will apply the cyborg's default name,
if one exists, see above.
- Cyborg transformers (from the traitor AI) will no longer destroy all
items.
* Made behaviour more consistent
* Fix spelling
* Ports Space Parallax from vg/yogs
* KILL ME
* fuck shit
* fixes
* rgfkbjhkefrhjkfrejhkfds
* Parallax, part 2.
* Gotta get these defines in before remie notices!
* DAMN IT! SHE FOUND ONE!
* fixes orbits
* fix orbits take 2
* Fixes some things with parallax
* Refactors parallax shuttle animations.
Geis bindings will break, powered structures will disable and consume power, clockwork obelisks will cut off gateways, interdiction lenses will disable for a long time, caches and ocular wardens will force-unanchor and take some damage, and anima fragments will slow down briefly. Cogscarabs no longer actually DIE to emps, but are still stunned by them.
Basically, I want you to throw EMP grenades at the machine cult, because that seems like a thing you should be able to do, right?
* Sky Bulge Commit mk2
WORK THIS TIME.
* Indentation.
* Jordbord's suggestions
Incorporated. The bone spear line was also doubletabbed I was set up!
* FUCKING INDENTATION
* the flan update
they don't exist in world but here have a mob
* we fireflans now
also isliving is in now, just gotta actually map a thing
* the tomb update
it's bigger now
* .gitignore revert
* workpls
* Revert ".gitignore revert"
This reverts commit 1fefd34fc7c0dbc8f1f353a95e53665e03ba75cf.
* workthistime
* Revert "workthistime"
This reverts commit 214509d5abda941c470708431536ccd715334e8e.
* well it's the closest gitignore fix so far
* fix dme change
will need to be loaded for the map part to work though
* gitignorerevert take 43
* jordbord fix mk 2
* includes flan.dm in the .dme
Becaue it's weird having the old borg module fading out, and the new one
fading in on a different tile, and also smoke that's not connected to
the cyborg.
* [DNM] EMPs cause chameleon clothing to flicker
🆑 coiax
add: Chameleon clothing produced by the syndicate has been found to
react negatively to EMPs, randomly switching forms for a time.
/🆑
- EMPing them when they're in the box is fine, but when they're being
worn, the game slows down a LOT, which I assume is the constant spamming
of the regenerate_icons() proc on the mob every time the chameleon
clothes change, which if they're wearing all 10 of them, that's a lot of
redundant calls.
* EMPed camoclothing no longer causes lag
* You can now push Wraith Spectacles up
* you need to... actually LOSE the xray vision
* Don't flicker toooo much
* for bonus points, let's us refactor status effects while we're here
* might as well keep that around
* Fixes ghost vision breaking randomly
There is a fine line between not wanting to hide bugs, and just making a simple to fragile and finicky.
The fact that things keep leaving nulls in this list is showing that not supporting this edge case is making shit too finicky
* I really should check to make sure I'm remembering these proc names correctly