Revamped Donutstation's engineering and supermatter rooms to fix a number
of issues that prevented proper functionality, and resolved numerous
aesthetic complaints.
Fixed Jones actions on a couple away mission fridges.
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game
Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog
cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
Removes access restriction on fridges and meat fridges in areas where you
shouldn't be expected to have kitchen access. Notably, everywhere that is not
the main station kitchen. I didn't think to check this in #41923.
* lava arena is now not the default for swoop attack
adds mass fire attack, sends fire lines out from the drake in 360 degrees
lava pools now have a chance to be spawned with the fire breath attack
adds greater delay for lava pools on lesser ash drake so they don't just all instantly get placed
lava arena doesn't needlessly recalculate the turfs it will be using every pass now
enraged state, procs when you try to escape from the lava arena attack without fighting it normally, colors the drake turns its brightness up as it glows, then shoots out fire everywhere, also heals the drake for 250 health.
fixes a bug where fire lines wouldn't appear if their range would put the calculated end turf outside the map
fixes a bug where indestructible open turfs would turn into basalt on the lava arena attack
fixes a bug where lava arena safe spots would be on indestructible closed turfs
drake swoops now have a greater default recovery time
* fixes stupid text error
* adds vr mining sleepers to the lavaland mining base which can be used to train with megafauna and test out other items
removes useless code from colossus's file including having a dead icon of the drake and butchering results
adds virtual versions of each megafauna which don't drop any items and are deleted upon death
adds the vr mining map
* adds virtual megafauna spawners and their respective icons, spawn 1 megafauna at their location and are indestructible
changes default virtual megafauna hunter gear to be more like the default mining gear
* adds more items to spawning in mining vr
megafauna spawner nests can no longer be pushed
virtual megafauna now have a limit to how far they can move away from their nest
adds arenas and fast bluespace tile paths to each megafauna spawner and gives the mining base some walls to protect it
* adds mining vr map to the away mission config
adds perm portals, linked two way portals who are linked by id and can be set in mapping files by editing instance
adds megafauna portals for the arenas
fixes up some junk on the mining vr map
adds a spawn delay for megafauna spawners after the linked megafaunas death
fixes a bug where bubblegum could teleport outside of his arena
* adds true spawn var to bubblegum to easily handle clones / virtual versions of it spawning
fixes bug where virtual legion would release the real legion when damaged
moves vr mining code to the away missions code to adhere to contributing.md
* converts map files to tgm
adds arena cleanup and fixes runtime bugs on virtual megafauna spawn and death
* reverts local drake changes
* fixes bug where drake corpses still had a gps signal
removes worthless include
* adds the crusher trophies to the vr mining kit
no more granting null achievements you stinky virtual megafauna
this map really didn't need to be 255x255 im sorry
* even smaller map wowee also please compile
* adds respawning item crates for the lavaland items and healing junk
even smaller map and some filler spaces for possible future bosses
removes lavaland map changes
mining vr now works properly with other vr maps and is randomly selected working with normal vr sleepers on station
fixes permanent being permanant my bad
* lavaland map stop being changed
* maybe a bit overkill with the amount of healing items
* reordering i guess but why is the rum gone
* work please
* Update Lavaland.dmm
* Update Lavaland.dmm
* adds force stop option to portals so you can choose to not chain teleports with non linked portals.dm
permanent portals now can be var edited mid game and still work (cool admin events? idk)
permanent portals are no longer deleted if they don't have a linked portal
adds one way portals, portals that lead somewhere but have no return portal. basically non hardlinked portals but able to be done in map and edit stuff
adds recall portals for the vr megafauna arenas, one way portals but you can recall to them by using a one time use spell (no it is not tied to your real mind it is tied to the vr mind)
virtual megafauna can no longer escape their arenas
moves some virtual megafauna procs to the main megafauna file to reduce needless code
* recall portals can now be chained and the portal recall spell can now go back in a stack reverse style
* adds boss rush mode, fight all of the bosses successively with only one break in the middle without dying
object spawners can now choose their datum spawner type through a var
moves some virtual megafauna code from the megafauna file to the megafauna spawner datum
* adds new goodies to the end of the boss rush
removes a lot of the copy pastad code in the vr megafauna
adds true spawn var, decides whether or not the megafauna should grant achievements or have an internal gps, used for bubblegum hallucinations and virtual megafauna
internal gps are now added on the base megafauna path
hierophant's crusher trophy no longer spawns at its beacon (let's be honest some people missed it because of this) so it works properly with the crusher loot var
cl actioninja\memager
refactor: Ballistic guns have been almost entirely reworked from a backend side. This primarily focused on moving as much as possible into the base ballistic gun and turning as many other guns into essentially varedits as possible.
add: Guns can now be racked. This is the default action unless the magazine is empty.
add: Guns now can have the magazine removed by clicking on them with an open hand while they are in hand.
tweak: Suppressors are now removed by alt clicking instead of clicking with an open hand
add: Guns now have various bolt types that all function a bit differently. Open bolts cannot have a bullet chambered with no mag, locking bolts lock back after running out of ammo, etc.
add: All ballistic gun sounds are controlled by variables instead of hardcoded usages.
tweak: The l6 LMG has a reworked control scheme. alt + click to open and close the cover, open hand to remove mag, place mag in by slapping them together, default action is rack.
tweak: Functionality that used to be snowflake code such as tactical reloads has been moved to the base gun, and can be toggled by variables.
refactor: All shotguns are now properly subpaths of the shotgun type. They still work the same.
imagedel: Gun sprites have been almost entirely overhauled to use overlays instead of states. This collapsed the L6 sprite from 20 sprites to 9 sprites to give an example.
soundadd: Remixed versions of the shotgun and base gun firesound
soundadd: New rifle firesound for l6 and moist nugget, new SMG fire sound, new sniper fire sound.
soundadd: Lots of new weapon operation sounds such as racking and bolts and the like.
imageadd: New sprites for the Riot Shotgun, Combat Shotgun, c20r, Deagle, m90, double barrel shotgun and 1911 by Memager.
imageadd: All gun sprites that were pointing to the left have been flipped to point to the right.
balance: Shotguns now can be pumped faster.
balance: Bulldog can now be tac reloaded
balance: Sawn off shotguns now have an accuracy penalty and recoil
/cl
Had to touch a lot of maps because their directions were wrong in the icons
file, so when I changed those every map that had these needed updating. I've
added a script called cornersfix to mapmerge2/map_scripts for downstream
servers.
* Tendrils are now structure based
* Re-adds tendril wipe achievement
neatens up ash walker variables
gets rid of unnecessary variables in hivelord
* Marks spawner children as admin spawned
- Fixed exosuit console showing some code by accident.
- Restored the ability to send EMP pulses via the exosuit console
- Fixed tracking beacons being added to mechas located at ruins allowing you to
metagame their spawning.
- Fixed exosuit consoles presenting some values via scientific notation (ie
pressure being 3.258e-5)
Fixed vareditted bonfires not properly igniting at round start.
Fixed vareditted pianos switching to minimoogs at round start.
Fixed some vareddited flashlights not turning on properly at round start.
Fixed all missing floor icons
Fixed bookcases at the Wild West away mission not being properly populated.
Fixes missing icon in DM for syndie playing cards.
Added support to change the burning icon of bonfires (right now there's the
normal on_fire and warm states, warm being more of a burning embers sort of
deal.)
* Converts all colored plasteel tiles to turf decals.
* Removes now deprecated floor icons and paths.
* Hotfixes on three maps.
* Moves script to its own folder.
* Fixes wild west.
* Fixes holodeck
* Fixes eye rape bug.
* Fixes meta and lavaland biodome ruin having some missing textures.
Fixes a major mapping error introduced in #39816 and adds handling to the map merger to prevent it from happening again.
Keys need to be ordered movables, then turf(s), then area, otherwise our map reader acts weird. In-game this manifests as floor being placed in the dirt's underlays, such that after floor is crowbarred to plating the floor is still visually present (this is how I noticed the problem).
Fixes#39888.
Some map files still have stacked turfs. Our map reader supports this but it tends to cause other problems (e.g. atmos) so I'll try to look at those in the future.
X=$(find _maps -name '*.dmm'); tools/hooks/python.sh -m convert $X
New titanium floors! The intent here was to reduce the eye strain that the current max saturation fuckbois have, and make some floor tiles people might actually consider using. Right now the options are still pretty limited with blue, yellow etc only coming in full tiles, and I expect this will remain so until an actual greyscale rework comes along that shrinks the file size down from its bloated 4,000 sprites to something more reasonable and modular. Decals, perhaps?
* Adds VR Snowdin and Syndicate Trainer
* Replace var edit
* I did forget to add a few
* Adds one full outfit spawn
* internals too
* closet
* Extends same Z level check to monitor and emping
* restricted uplinks
* camera bug fixes
don't talk about the bees
outfit changes
More items
outfit fix
* Adds vr sleepers to runtime station
* More mapping fixes
* Adds telecomms to taunt your enemies
* More restrictions
* Some fixes
* badabing
* More fixes
* emag related changes
* forgot the ract
* Additions
* griff resistance mode
* minor changes
* Removes old centcom away map
* Pushes you out of VR if you try to ghost
* this is :b:roke
* this shit is not :b:roke
* as requested
(THE CODEX ASTARTES CALLS THIS MANEUVER: STEEL RAIN) [New sprite!]
* file
the boy
asdh
beacon overlays
first pass complete bring out the drinks boys
fixes!
fixes!
whups fix name
speed
makes coffin a crate to prevent runtimes
sprite fuckup:the musical
whups more fixes
why tf was screengen modified???
TO THE FILE
devices
changes things
p[omf pomf
uhg
alright fuk it
issue fix pt 1
in which i make merge conflicts my bitch
by fixing devices.dmi and tgui.js
oh shit
forgot about the items repath
hm
nah
merge conflict a
then all ya gotta do is whip
* shiv review me code reeeeeeeeeeeeeeee
* rebase conflict
* anturk
* asdf
* wooooeeeeeeh makin bacon
* dont forget about lil old me
* id like to give a shoutout, to my man spacemaniac. on the soul plane. rip in peice, my bugs. rip in peice
* spacy man what is ur spacy plan
* 1st
* 2nd
* organization also a thing
* so i figured out why defines didnt work sometimes across files. this fixes the last issue rn
* forgot to cop the commit
* fuck how am i so stupid
* adds comments and agrees with spacemaniac
* asdfghjk
* HE'S DONE IT
LETS GOOOOOOOOOOOOOOOH
* floyd. floyd. he's the floyd. floyd dude yeah yeah yeah yeah FLOYD
* fireball remarks, the other spells.
* YOU MEAN THE CHAOS FLOYDS
* what is a floyd, but a miserable pile of moodlets
* flflflflfoooaooayoyydd FLOYOYODDD DFFRRURURMPPFF
* FLOYDING LIGHTS LIGHTS LIGHTS LIGHTSSS
* GORGE YOUR MOODLETS, EMBRACE YOUR FLOYD
* no more floydposting, i removed the old spellbooks
* aaaaaaaaaaaaaaaaaaah ALL of the remarks added my fucking god
* 10 days to sunday travis.
* last minute fixes
* 1 fix
* 2 fix
* red fix
* martial granters
* MAMA MIA
cl ShizCalev
fix: Fixed a large number of missing APCs on Omegastation
fix: Fixed unpowered Incinerator outlet injector on Omegastation.
fix: Replaced glass window at Omegastation's incinerator with a plasma window.
fix: Fixes broken atmos injectors on Omega
fix: Fixes broken air outlet on Meta
fix: Fixed a couple of malfunctioning atmospheric monitors across the rest of the maps
add: New test atmos monitoring console debug verb to help alleviate future issues.
/cl
Added a ton of missing APCs and cleaned up some dirty camera name varedits.
Doing my little update piece by piece because I'm lazy and because storage PR is going to conflict everything ever.
Techfabs do not link to RND consoles, and have their own interface for producing things.
RND production machinery code refactored.
Techwebs have categories views instead of just a goddamn design list.
Old machinery will be kept in, as some places will keep them. Read: Engineering, robotics, etc.
experimental: Protolathes and circuit imprinters combined/changed to techfabs. All departments can now print related circuit boards. Engineering and science will keep their lathe/imprinter design by default at roundstart because they have specialized labs for those.