* New nanite program: Race Sensor
* Replaced all "&"s in the "Other" check with "&&"s.
* Replaced all "&&"s in the "Other" check with "||"s.
* Trying out a different take on some of the code. (thanks to Willox for help)
* Fixed the race selection being stuck as "Human".
Fixed indentation in the allowed_species list.
* Fixed indentation of the allowed_species list's closing bracket.
* Removed the unnecessary death check.
* Deleted a redundant
Co-Authored-By: Qustinnus <Floydje123@hotmail.com>
* Made the allowed_species list static to conserve memory.
Replaced a "== FALSE" with an "!".
* Removed an unused var, "spent".
* Used a ternary operator for the "Mode" setting.
* Fixes atmos turf differences, creates a few airless carpet subtypes.
* Moves all the airless turfs back to their home, makes sure they smooth with each other organically.
About The Pull Request
Allows you to hold hands with other players by targeting their arms when grabbing
Why It's Good For The Game
being able to rp realistic human relationships is a good addition and also orange man said I could (even if he doesn't merge it /stealth reverts like last time we got hand holding cry )
image
Changelog
cl
add: Coworkers are now encouraged to show affection [WITHIN LEGAL LIMITS] by holding eachother's hands!
/cl
* Initial Commit, Features the Map, Map specific files, changes to a metric ton of icons, etc.
* Fixes merge conflict, actually adds the map
* Spelling is hard Part 1
* Alright, steps are bad. Got it.
* Clean slate, please pretend to compile
* dme issue
* Fixes it for lavaland elites PR
* Removes the last dirty step_x, removes duplicate file, makes treavor happy
* Fixes some newline issues.
* Fixes some types, spawns skeletons in select graves since mob_spawns kept shoving them outside.
* Makes bone statues and shovel actually craftable, cleans up some comments.
* Properly defines muddy paper, updates map, fixes a few more typos.
* Prevents some future turf atmos issues, finally touched up the two skull sprites.
* Refactors strong mineral drops, cleans up some duplicate code, prevents washing hands with OIL
* I swear officer, i'm a native english speaker, fixes remains dropping correctly, un-nests my Ifs further.
* Oil well now covers target in oil when interacting with it.
* Refactors sink deconstruction a bit, oil wells can't be constructed with a wrench.
* Cleans up some atmos, and adds a return
* Adds subtype of remains for use in graves, move their spawn to src, not loc
* Moves around remains spawn, gets rid of untouched var
About The Pull Request
Most armor types formerly had 10 energy (a damage type near-exclusively used by Disablers) resistance across the board; now it is 10 points higher than the armor piece's Laser resistance, except for the Captain's Carapace where it is now equal (50 up from 10), to keep the Reflective Vest a superior anti-energy option in exchange for its specialization, and the Reflective Vest where it is now equal (60 up from 50), because 70 resistance and 50% reflect chance would make Disablers pitifully weak. May require further balancing for Pulse Rifles, but as those are admin-spawn only I think that's an entirely separate consideration - and Deathsquads usually show up to deal with targets that can't wear armor anyway. Oh, helmets are buffed too, as is any other exosuit clothing that provides damage resistances.
Antag armor changes don't violate freeze, as per Cobby.
Why It's Good For The Game
On the Security force, lethal weapons and all non-lethal options except the stun baton are mostly unused outside of the recently-nerfed shotguns because absolutely nothing reasonably protects from a Disabler at all except for Reflective Vests or outright stamina damage immunity - even if the victim doesn't have protection from other stuns, it's simply more practical to beam them down instead of using pepper spray or a flash, including people in something as supposedly-resilient as the Captain's Carapace. With these changes, Disablers are still the premier way of taking down unarmored targets, but it's far more practical to use other options, or at least aim for limbs before closing the distance to baton, against any target with actual armor on. Also gives a reason to actually consider carrying a lasgun as Security, when it's currently a weapon that almost always takes more shots to drop someone than the Disabler and has about half the battery size. Conversely, makes stolen or Cargo-ordered Disabler weapons far less dangerous against Security members who are guaranteed to have protection on their torso and head - dual Disablers will currently drop a Security Officer as fast as an expensive Syndicate Revolver or impossible-to-conceal Combat Shotgun, with almost twice as much total damage before having to reload.
Changelog
cl
balance: Disablers are now more effectively stopped by all forms of body armor. Performance against unarmored targets is unchanged.
/cl
About The Pull Request
Allows Field Generators and their containment fields to block Gasses when active. Field Generators now project shielding over the floor that prevents melting. Intended as a prelude to making turfs melt easier under high heat.
Why It's Good For The Game
Allows for setting up safe gas containment with some risk for containment breach.
Changelog
cl Jdawg1290
balance: Field Generators now block gasses and shield floors from melting when active
/cl
About The Pull Request
haha am stoopido :)
i fucked up with candy cigarettes like an idiot and didn't test anything
candy cigs now look like candy cigs and dont ahve broken sprites
Why It's Good For The Game
bug xies good
Changelog
cl
fix: candy cigarettes don't have broken sprites anymore
/cl
Two new always_load_with options for ruins.
Use PLACE_ISOLATED to load the secondary ruin part in separate z level.
Use PLACE_BELOW to load it on the z level below.
About The Pull Request
Proc literally only existed to return a boolean. Contents explosion is a clusterfuck anyhows. Basically it works something like this:
If the turf is the epicenter: GetAllContents of the contents and call ex_act on them directly. But it doesn't get the contents of whatever returns true on prevents_contents_explosion.
Otherwise: Call ex_act on the turf which calls the contents_explosion proc which has nothing to do with the prevents_content_explosion proc.
This is barely the smallest droplets of water onto a hot stone.
PR replaces the proc with a bitflag in flags_1.
About The Pull Request
This lets people attach paper to wrapped packages that can be read on the package and comes off when the package is ripped open. This works almost exactly like airlocks. This is my first time spriting so feel free to criticize.
mailservice
Why It's Good For The Game
Makes the mail service system more useful by allowing information about packages to be directly attached to those packages.
Changelog
cl
add: Paper can now be attached to wrapped packages.
/cl
About The Pull Request
Title. Also increased size of the game panel window slightly to avoid scrolling.
Why It's Good For The Game
Changelog
cl Skoglol
admin: Dynamic game mode panel can now be accessed from the Check Antagonists window.
/cl
About The Pull Request
title
Why It's Good For The Game
It might be me, but other people have said so too, the new gasp noises are incredibly obnoxious.
Changelog
cl
sounddel: gasp noises are no longer a thing
/cl
About The Pull Request
Multiver now scales with medibonus against toxins only (previously would scale for all reagents). Still purges them at a slow rate, however.
Multiver has a lower lung damage base damage (2.5 > 1.5)
Multiver now considers drinks "toxins" for the purpose of chem removal
Roundstart Multiver pills have more multiver in them.
Why It's Good For The Game
Multiver kills it's own gimmick by deleting the reagents that help it scale, so I made the bonus selective for toxin.
Multiver is less of a poison. You can still BTFO people with pure multiver but that's partially intentional, as you're meant to dose yourself with medicines to counteract it. Also is nerfed via the less purging of nontoxins
Changelog
cl Cobby
balance: Multiver now only provides unique medicine bonus to purging toxins, not other medicines (still deletes medicines slowly)
balance: Multiver now considers alcohol "toxins" for the purpose of chem removal
balance: Multiver has less base damage, still scales down with medicines (EPIN YOURSELF)
balance: Multiver pills have more... well... multiver
/cl
Current dual wielded disablers/lasers have very little spread, and 1-2 shots shoot straight enough to hit the tile you are clicking on at range 7 a majority of the time, which is pretty high.
With the new spread their effective range in now smaller, around 3-4 tiles.
Spread unchanged for dual wielding on the other acquirable guns.
cl
balance: Increased spread on dual wielded energy weapons.
/cl
* Remove clockwork tgui theme
* Perform early tgui initialization
* Fix IE8 compatibility
- No frills mode was not working on IE8
- Conditional comments do not work in embedded webview
* Rethink console stubs, more proc inlining
* some microoptimizations
* Constraint window position
* Rebuild tgui