Department Backpacks are now the default(instead of grey backpacks).
Fixed an error on humans where new humans would have an integer for their backpack.
This will not affect current preferences.
AI's Doomsday Device and Stations' self-destruct now turn all blue
circuit tiles to red when activated.
Fixed a bug where cancelling the self-destruct via the "Safety" button
did not change the tiles back to normal.
be_special and antag defines are no longer limited to 16 values (1 - 32768) by being changed from a bitfield to a list, an appropriate block of code exists to automatically update bitfield versions to the new list format. the list format allows us to have (functionally) infinite antag types.
- Halfed cost to 25 processing power
- Can now be used multiple times
- No longer disables Cyborg RCDs
- Fixes the feedback message not showing
- Fixed mech RCDs not being affected by the power
-Added one ear and one tail accessory to these categories, obtained from the kitty ears. The ears are obviously cat ears, but the tail can pass for a monkey tail without ears.
-Humans can now also edit alien/mutant colours. They have access to the full range of colours, but if the player switches back to lizard and the colour is too dark, it'll be reset to the default.
-Renamed the original tail to tail_lizard. All references are properly updated and nothing has to be changed.
-Could not solve an annoying bug with the setup window, where a lizard tail is rendered whenever a human tail is set. This problem only exists in the setup window and does not affect the sprite in-game.
Each portion individually selectable upon character creation, the number of lizard combinations is bordering on absurdist with six customizable fields.
36,864 unique combinations!
(309,237,645,312 If you count color variations)
Never feel like you can't be unique again! Have fun looking fabulous as the crew beats your special little skull in!
Fixes#1121
Adds a new associative list, stealthminID, they will be associated with raw ckey text and their contents will be a random ID. The random ID is generated when an admin goes to stealth, without repeating itself.
New client procs that will handle the list, findStealthKey() and createStealthKey()
Admin-pms will use this special ID for admins who are stealthing, hiding their real ckey.
- 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.
- Deathsquad moved from Antagonist to Ghost Roles.
- pAI jobbans split into drone, pAI, and posibrains.
- Posibrains back under pAI preference flag (the byte is full)
- Fixed Posibrain sprite if it fails to get a ghost.