Removes a very large amount of world loops.
Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically.
Cleans up some commented out code.
Firstly it fixes a long-standing bugs with constructable flooring not actually populating on server startup, but instead through a proc that's only called on existing floor tiles.
Second it changes sif wood tiles into a child of wood tiles now that the reason for carpet colors not working is known & fixed.
* Moves proc/initialize() from being on /atom/movable, /are and /turf/simulated to being on /atom - Now turfs can initialize too
* Added the SSatoms subsystem which controls initialization of atoms at roundstart and during normal conditions.
* Disabled the old auto_init = 0 behavior, ALL atoms should get initialized() called on them now.
* Refactored the way initialize() is called during /New() to utilize SSatoms instead of SScreation
* Removed SScreation, as it was only a stop-gap until SSatoms could be ported.
* Updated the maploader to inform SSatoms when it is loading maps instead of SScreation.
* Updated the template map loader to use SSatoms to perform initTemplateBounds
* Renamed 'initialized' var in seed_storage to deconflict.
* Removed usage of auto_init = 0, replaced with a no-op initialize() proc for atoms that don't need initialization.
* Moves proc/initialize() from being on /atom/movable, /are and /turf/simulated to being on /atom - Now turfs can initialize too
* Added the SSatoms subsystem which controls initialization of atoms at roundstart and during normal conditions.
* Disabled the old auto_init = 0 behavior, ALL atoms should get initialized() called on them now.
* Refactored the way initialize() is called during /New() to utilize SSatoms instead of SScreation
* Removed SScreation, as it was only a stop-gap until SSatoms could be ported.
* Updated the maploader to inform SSatoms when it is loading maps instead of SScreation.
* Updated the template map loader to use SSatoms to perform initTemplateBounds
* Renamed 'initialized' var in seed_storage to deconflict.
* Removed usage of auto_init = 0, replaced with a no-op initialize() proc for atoms that don't need initialization.
Changes the world var from 0 to 7, as it is what /tg/ uses and it might help reduce the amount of data one needs to download when connecting. Not sure if it will but it can't hurt.
* Hooks up informing Master the gameticker actually starts and stops the round subsystems will actually fire! What ho!
* We should convert the gameticker as an MC subsystem someday, and probably completely rewrite it while we are at it becuase it is crazy. But this should bridge the gap until then.
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross.
Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage.
To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
Circuits generate a research design datum when the game starts up instead of me having to manually define them every time I make a new circuit. Hopefully this reduces missing circuits due to mistakes. The circuit box also spawns specific circuits using a similar method for similar reasons.
Other things this does:
Splits the reagent related manipulation circuits to their own category, which cleans up a few repeated New()s.
* The world/Topic() bot integration API's manifest output uses the same logic as datacore's get_manifest(), except it omits the part that includes synthetics. The `set_names` variable clearly shows bots are intended to be included, they are just arent.
* Copying the logic from datacore.dm ensures a consistent view of bots and AI.
* Removes Captain as a title, sets default to Station Administrator, and adds a new title, Site Manager
* Fix atmo_control interface temperature reading
* Adds Multiple Alternative Titles
* Removed Supply Assistant
* Removed Sergeant
* Removed Computer Scientist
* Revert "Revert "Frame Cleanup""
This reverts commit 82722ba42f.
* Changed Supply Officer to Requisitions Officer
* Changed Requisitions Officer to Supply Chief and Removed Courier
* Removed Life Support Technician
* Removed Brig Officer
* Tweaks the lowest level of heat damage to be less insane
* Corrects damage amount for heat_damage_level_1
* Maybe Perhaps Last Major Technomancer PR
Adds ability to sort the spells section of the catalog into categories. The categories available are 'All', 'Offensive', 'Defensive', 'Utility', and 'Support'.
Removes preset section on catalog as it was unused.
Projectile spells now have a sound when fired.
Haste lasts five seconds instead of three.
Repel Missiles lasts for five minutes instead of two.
All healing spells work five times as fast, healing in five seconds instead of twenty five seconds. The amount of instability and healing done has been multiplied to remain consistent.
Passwall can now be used on more than just walls, if there's something dense on the same tile.
Force Missile is now 25% cheaper to cast, and has a cooldown of .5 seconds instead of one second, and does 5 more damage.
Beam's damage is increased by 10, and energy cost decreased by 25%.
Lightning's warm-up time is now one second instead of two.
Overload now costs 10% of total energy instead of 15%, and damage scaled with 4% of their current energy reserves, and 5% with the Scepter, instead of 3%/4%. Additionally, instability per shot is lowered to 12 from 15.
Track now costs 25 points instead of 30 in the catalog, because roundness.
Fire Aura should look more impressive without a Scepter.
Fixes bug where shooting Lightning made you motionless for twenty seconds.
* Adds Multiple New Clothing Items
* Makes Loincloths only Availiable to Taj and Unathi
* Tweaks the contents of the captain's closet
* Smokables now give an approximation of how much longer they'll burn once lit
* make teshari not bad to play
* Tea Tweaks
- Minor changes to the color of some of the drinks such as tea and iced tea. Still not happy with the colors, but they seem better than before.
- Modification to the British cup sprite.
- Addition of a tea sprite for the coffee cups.
* fixes exception handling runtiming
* Adds missing error handler that made it difficult to debug runtimes.
* Corrects error handling proc
* Adds missing runtime viewer Topic calls.
Relocates them to the datum itself rather than it being an admin topic for maximum self-containment.
Also adds 'adminplayerobservefollow', making it possible for admins to not only jump to mobs but also follow them with a single click.
Misc tweaks from Paradise.
* gib population
* Adds the ash() mob proc, preps ninja suit
* Fixes#2352
* Changelog
* alt title
* Rigs now have suit coolers
* Map edit
- Fixes lighting in Security. Again.
- Fixes lighting in Library.
- Adds a new maint tunnel between engineering solars and atmos, now
outside the blast radius of SME explosions.
* Almost forgot emergency shutters.
* Examine Cigarette Lore
* Fixes Capitalization
* Eliminates colon
* Should clear up the usr issue
* Fixes cryopods of all types not setting occupant correctly.
* updates changelog
* Fixes runtime that occured if someone touched a blast door with an empty hand.
* Fixes check_rights() runtime.
* Adds magboots to ling spacesuits
* Adds Changelog
* Turret Fix
Turrets can now deploy properly and not be stuck in a state of deploying forever if a target is in range.
* Revert "Adds hub passwordu"
* Makes changeling recursive enhancement a passive power
* Corrects a description
* Adss changelog
* Add files via upload
* Changeling/Wizard/Future Stuff Hud Button Fix
Hopefully this stops the roundstop changeling hud wonkiness.
* Changes Mining Hardsuit slowdown to 1, from 3
* Widened hallway
* Speeds up arm_guard and leg_guard wearers slightly
* Forgot to use map cleanup tool.
* Adds changelog
* Adds changelog
* Minor Emitter Tweaks
Emitters no longer die by shooting a taser or laser tag gun at it.
Emitters don't explode if they are not on a powered wire with sufficient electricity in it. They will just crumple away instead if integrity is reduced to zero.
Taking any damage to the emitter no longer results in instant death due to me being an idiot awhile ago.
Emitters can be examined to see if they are damaged, and can be repaired by applying metal sheets to it.
* Github, stop being stupid!
* Tweaks Sec Voidsuit values
* Fixes external airlocks
* Elevator-MMI fix
* Shoveling Snow
* Laptop ID Computer Fix
The manifest should now be updated correctly when using laptops.
* do_after is more immersive
* Fixes second bug involving inability to change title to station admin.
* Adds more unathi hair and facial options
* Adds the changelog
* Retweaks secret player requirements
* Updates changelog
* Fixes sprite not updating to not be floating when leaving non-gravity
* Adds changelog
* Fixes changeling revive not working when you're missing a limb
* Fixes#860
* Adds changelog
* Makes flash confused duration the same length as the flash blurry eyes
* Increases the change of lung rupturing
* Adds vomit as an emote
* Adds changelog
* Removes revolution shuttle delay
* Adds changelog
* Projectile flash rounds will now do the same as a flash when hitting a target
* Adds changelog
* Fixes dna-lockable gun explosion security level
* Drink Container Lore
* Decapitalizes 'Sleeper' Because Why
* Fixes Grammatical/Flow/Sarcasm Errors
* Completes dna lockable guns implementation by adding a dna chip that can be added to guns
* Fixes + forgotten file
* Moves DNA locking stuff down to the item level rather than gun, also adds the ability to emag to remove the lock
* Adds changelog
* Adds the ability to wear ponchos as an accessory, also adds the ability to have ponchos as a suit accessory
* Adds changelog
* Closes 2 missing spans
* Adds secure briefcase to custom loadout
* Adds changelog
* Headgear Additions, and an Undershirt
* Medical splint buff and new ghetto splints.
Adds hands and feet to splint-splintable organs.
Also adds ghetto splints that can't do hands and feet.
* Fixed Sleeper... Again
* Renames "poncho" slot to "over"
* Speeds Hyperzine metabolism
* 1.5.8 Map bug fixes
-Fixed brit cup sprite.
- Replaced a maintenance door leading into atmospherics with one with the proper access.
- Fixed Missing Disposals pipe next to atmos.
- Tweaked some light placement in the main hallways.
- AI core redesign.
- Turned off medbay lobby intercom.
- Cyborg charging station added to prison wing.
- Cyborg charging station added to the research outpost.
- Medical rig suit added to medical.
- EVA rig suit for engineering added to EVA.
- Second residential elevator installed. Due to budget cuts the size of the elevators has been reduced.
* Updates changelog
* Sombrero Code
* Fixes#2365
* Adds changelog
* Sleeper is evil.
* no message
* Changelog
* Stops observers from leaving prints on the ground.
No more spooking the mortals, ghosts.
* Allows autotraitor in secret to start with 0 players
* Adds changelog
* Makes diona slightly less slow
* Adds changelog
* Bowling Shirts
* Updates changelog
* Adds a missing description
* Flat Cap Changes and Hair Bow
* Fixed Error
* Adds an in-hand
* Lower Torso cannot be amputated
* Smoke works, adds changelog
* Updates changelog
* Makes Unathi Voidsuits Less Fat
* Medical related fixes
* Fuzzy Cuffs
* Tube Top
* Made Icons for Security Suit Less Gaunt
* Revert "Medical related fixes"
This reverts commit d7c59520e6.
* Just the fix to random med item now
* Fixes Evening Glove Coloring
* HAZMAT Suits
* Changes Unathi sprite slightly
* Tweaks skirt pathing
* Corrects changelog
* Adds changelog
* Construction Voidsuits
* makes people bleed real good
* adderino changeling
* Revert "Revert "Adds hub passwordu""
* Explosive implants should no longer gib on limbs.
* I still have no idea what I am doing.
* Resolves#331
* Added stomach.ogg and stomach tiles for later
* Updated some gateway maps, added new (unfinished) one
* Snowfield progress
* This map is pretty much done!
* Return of the Gateway Maps
* Optimization of various shit.
* Copies a small fix from Polaris
https://github.com/PolarisSS13/Polaris/pull/2414
* Changed vore mob knockdown chance. Map fixes.
* Datraen corrects outstanding issues with away missions, separates certain parts of code into their own procs. (#532)
* Final commit.
- Tried to fix vore mobs not attacking prey once they are disabled.
- Various map fixes to be consistent with fixed gateway setup.
- Gave Markov bad grammar.
- Fixed polar bears not dying.
- Modernized all gateway maps except the clown temple which is still
broken.