* to_chat() replacement.
* Revert calling target.init_dir() before connecting.
* This change was added in https://github.com/PolarisSS13/Polaris/pull/3775 to counteract `dir` not being set prior to New() for dynamically loaded maps. The root cause was /atom/New() not calling _preloader.load(). Undoing the change now that /atom/New() is fixed.
* The addition of the init_dir() proc itself however, is useful, because there ARE other times some atmos machinery will want to re-initialize its dir, specifically whenever it is rotated.
* init_dir() must be called in the constructor of all atmospherics machines capable of connecting to another. Since it has to happen for ALL machines, lets move that call to /obj/machinery/atmospherics/New()
* Rename /obj/machinery/atmospherics initialize() to atmos_init()
* These days `initialize()` is used to handle general object initialization that is moved outside of New(). The node connection discovery of atmos machinery needs to happen after all that, and so needs to be in a separate proc.
* Make sure to actually call atmos_init during system startup.
Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
* Upgrades the automatic pipe layer to modernize its code a bit towards latest standards and fixing various bugs.
* Make it constructable so it can acutally be used by someone!
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.
* Every constructable machine with a circuit board needs to create its required parts in its constructor. These parts must be the same parts specified in the machine's circuit board, otherwise you get the wrong parts when you deconstruct. This creates an opportunity for error which we can eliminate by reading the circuit board's part list and just adding those to the machine directly! Plus its less tedious.
* Implemented it on the jukebox.
* Makes the paper shredder constructable and deconstructable.
* Switches to some new sprites which are animated!
* Machine now requires power, icons respond to power on/off etc.
Separates the 'count and assess everything' stuff to it's own datum, called the metric datum, which I plan to add on to in the future to make counting and metrics easier.
Makes decision process a bit more weight-based, will probably continue tweaking later.
Makes the admin debug UI have links to change settings easily.
Adds replacement for grid check event, which works similar to the old one, but is now based on a physical machine in the game world, that Engineering can hack to make the event end faster, if so desired. Note that the machine is not mapped in, and won't be mapped in until the event system is ready for launch.
Adds grid_check variables to SMESes and APCs to make them stop doing work without draining the battery.
Grid checks in the new system are caused by a "power spike" which originates from the engine and will cause bad things, should no grid checker machine be connected to the power-net. These power spikes occur when the GM decides that a grid check is a good event to have.
The grid checker can be built and deconstructed using the standard machine construction methods.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
Print 'em out, slap an MMI or Posibrain in. They come from a new machine, the Prosthetics Fabricator. You can order license discs from cargo to print the proprietary limbs. Making FBPs requires a bit of research as well, otherwise you only get arms/legs. Also requires a bit of plasteel to make the critical parts. Mostly just need every limb, plus eyes. Torso comes with the snowflakey FBP battery.
Also adds an FBP 'self-diagnostics' verb. More vague than an analyzer.
**This adds a machine that needs to be placed on the map. "/obj/machinery/pros_fabricator"**
Personally, I would replace the right-side exosuit fab with it. I can add this to my PR but I'm unsure how you guys feel about non-devs submitting map changes.
Adds a new machine to telecomms, which contains special PDAs corresponding to each department on the station. Sending a PDA message to one of these PDAs will duplicate it to everyone in the department the PDA is assigned to. It determines what department someone is in by cartridge type.
Adds cartridges for several jobs that were missing them, for the purposes of being recognized as being in a department. The cartridges otherwise do nothing.
New circuitboard to build the new pda multicaster. It can also be deconstructed with the standard machinery deconstruction steps of screwdriver > crowbar.
* Removes text2path, adds constructability to a few things, adds a locker_painter.dm, and several fixes.
* Fixes Maps due to working on ancient versions.
* Path error.
* Adds a missing ..()
Improves camera EMP handling. Now uses a var and processing to determine when the EMP should end, preventing inconsistent states when a camera is EMPd multiple times.
Reduces the process and bandwidth need for cameras.
* There is now a common camera repository, responsible for setting up cameras once for every invalidation.
* Camera consoles now only updates when the camera cache is invalidated, not every second.
* The console now only presents one network at a time, and only sends the data necessary to view that network (as opposed to sending the data for all cameras).
Adds several missing variables used in the construction and deconstruction set of gas management computers. Fixes#11392.
Computers also no longer attemps to qdel a type on Destroy()
Now possible to use items other than emags on holodeck computers
Blobs no longer make computers lose their density state.
Holodeck computers can now be repaired (and built, but since they cannot be configured they'll be useless).
Fixes#11263.