- Move overmap defines to _defines folder. Rename old file to turfs.dm since that is what it contains.
- Definition of overmap event objects and the overmap event handler.
- Upgrades to SSevents and SSskybox to tie in the overmap events.
- Enhancement to /datum/event itself to support affecting_z and victim ship.
- Upgrade to the five event types used on the overmap to support new vars.
- Upgrade to dust and meteor spawning code to support targeting z-levels.
Novacat commented 3 days ago
Remember that server-destroying timer bug that VORE keeps getting?
Turns out, it is related to the inactivity subsystem, that, due to having SS_BACKGROUND and SS_NO_TICK_CHECK flags, causes the master controller to break in a horrible way. One of the consequences of the master controller breaking is that the timer subsystem stops running.
I am relieved that this monster of a bug has finally been slain. Hopefully.
- Ports the overmap, ships, sectors, and "landable" ships from baystation.
- Ports necessary computers to control ships and overmap shuttles.
- Shims missing machine and computer functionality pending future enhancements.
- Includes required new sprites and sounds.
- Port based on Baystation's implementation and customized for our code and usages.
- Switched space icon_state permutation to a "dust" overlay that is permutated the same way. As an overlay, the dust can be *above* the parallax planes. Space turfs are now white to allow skybox to BLEND_MULTIPLY onto them.
- Added skybox hud effect that replaces background space turfs with an image moved to create a parallax effect.
- Added skybox subsystem to generate and manage skybox parallax images, and lots of images for it!
Largely ported from the work done at Baystation in https://github.com/Baystation12/Baystation12/pull/17460 and later commits.
- Shuttles no longer require a separate area for each location they jump to.
Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
This means that more than one shuttle could use the same docking port (not at the same time of course).
- Enhanced shuttle control computers to use nanoui if they didn't.
- Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
- Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
- Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests
This all required a bit of infrastructure improvements.
- ChangeArea proc, for changing the area of a turf.
- Fixed lighting overlays actually being able to be destroyed.
- Added a few utility macros and procs.
- Added "turf translation" procs which are like move_contents_to but more flexible.
Given unsuccessful attempts to reproduce in testing, we need logging in production. These logging statements can be removed once the root cause is discovered.
After a week of non-stop work on coding this its finally here! Churn your friends into different liquids in your vore bellies, make some over time using nutrition, empty into containers, into other vore bellies or stomach, even into other people as well! You can write custom messages for every belly for people to see if you want them to, so this vore addition works well for not only vore, but also for inflation and other 'kinky' things, bottoms can take advantage of this as well to show off 'donation's from your tops!
It works for anything that has a vorepanel, so synths and borgs can also join in on the fun! (Not an expert on those folks, so sorry if there are some bugs when I made it to include them :c)
I plan on making on the second phase of this poject (wont start now, I need break and feedback x.x):
Allow people to set transfer verbs and custom names for liquids when they are transfered, sorry, there wont be actual custom fluids, thats not something that can really be done easily if at all!
Toggle for belly noises when walking around, so the more full people are the more often and clearly sloshing and such is heard
More reagents! Do give tell what you would like, of course meds and absurd chems will be a no!
Certain races/synths/borgs will be able to select additional liquids they can already produce in non-vore way!
Potential round persistency of liquids! This will only be the fullness of belly, not the content, since this can be abused to transfer powergaming reagents across shifts! So selected reagent of belly will be what the belly contains
Adjust how quick and slow the rate of liquid production can be
Possible custom messages to replace normal vore messages when at certain intervals of fullness, like prey splashing in fluids, folks seeing struggle messages with bulges appearing on liquid filled belly
Puddles! Puddles which name and color are based on fluid spilled on floor! Will also mean transfer will get a choice to dump onto floor
Finally I wanna thank Jon for a lot of code help, and Aronai to get the few final kinks worked out!