* Make lighting object management robust.
Fixes a bug that caused lighting objects to not properly manage themselves on turf change, and adds nosiness and runtimes for when such a case happens again.
* does the remie
1+5 seconds was super lame.
The delays had code related reasons, call time at the least shouldn't ever be below 10 seconds without editing the animation for the hyperspace ripples.
The ignition time is designed to make reserving transit space easier, and if it is ever full, ignition time rate limits how often it attempts to reserve transit space.
There isn't actually enough transit space for all of our shuttles (because their doesn't need to be 99% of the time) but with a call time only 1 second, the syndicates, the miners, security/gulag, people using the white ship, and admins could all spam call their related shuttles and then now you have a case where 1 or 2 shuttles are calling the proc to check for transit space every minute. add on the escape shuttle docking and cargo shuttle docking at that moment, and that number could jump to 4 shuttles trying to reserve transit space every minute, all needlessly.
Also, https://tgstation13.org/phpBB/viewtopic.php?f=10&t=7286&view=unread#p195824 points out that having ignition time too long causes issues. I'd want there to be enough time that when we make ignition more apparent, there is actually time react.
* Adds "VR Sleepers" which allow the user to enter a virtual body in a virtual world (it's basically a glorified teleporter)
* Allows tgui to process fontawesome icons in stacks, fontawesome icons can stack over each other to fake a new icon (eg a ban icon over a camera to mean "ban cameras")
* tgui buttons are now a MINIMUM of 20px high, as opposed to being permanently 20px high, this is so that large fontawesome icons don't look hideous.
* Rogue stickyban detection system.
This will detect when stickybans go rogue and revert them to whatever their state was when the world started.
* does the remie
* Increases STICKYBAN_MAX_MATCHES to 20 to prevent gaming
- Xenos now have a "queen sense" which tracks the queen like a
pinpointer.
- Added WJ's custom sprites for all non-queen Xenos.
- Modded the alien type finder to support queen finding
* Adds an aesthetic new space ruin with original content (hi bawhoppen)
* do you understand its all in your hands its your move
* i made up my mind
time is running out
Added two new materials, Titanium and plastitanium. Titanium is naturally occuring, and plastitanium is an alloy made of plasma and titanium.
These materials can be used to build shuttle walls and floors, though this serves no current purpose.
Before you yell "SNOWFLAKE" about the materials, I have definite planned purposes for them, not to mention what else they could be potentially used for (mechs, R&D, etc.)
You can use titanium to make white shuttle walls that smooth (like the ones of the escape shuttle), and plastitanium to make the grey syndie shuttle walls. You can also make floor tiles out of each material for the different shuttle floors. This PR itself doesn't change any of the paths on the map to use smoothed shuttlewalls and I'll save that for a seperate PR.
Also this PR makes ORM code better and allows people to easily add new alloys
Sprites by WJ
* Removes errant cast from devilinfo.add_soul()
* Clarifies a banishment ritual in the Codex Gigas.
Sprinkling holy water isn't enough, it needs to be in the devil's bloodstream.
* Infernal jaunt now correctly extinguishes the user.
Revival contracts no longer actually set the target on fire, but rather uses a fake fire.
* Pitchforks don't burn devils or soulless on use/pickup anymore.
Adds cast charge time to infernal jaunt, so that it's impossible to jaunt while already jaunting.
Adds feedback to using infernal jaunt to jaunt in.
This PR ports pockets (from Animus Green) and adds them to some clothing.
Shoes that support storing items now use pockets system.
Some hats have 1 small pocket.
Detective's hat spawns with a flask in it.
Clown's mask has a single tiny top-secret pocket. Honk!
This PR also includes two or three path fixes. It also fixes internal storages (pockets, storage implant) having less "max depth" than external ones.