* Adds roofing tiles
They're used to place plating overhead without going up a floor
And to remove weather effects
Changing a turf will correctly inherit the old outdoors variable, so that roofing tiles can check it when deciding whether to roof an area
* Adds roofing tiles
They're used to place plating overhead without going up a floor
And to remove weather effects
Changing a turf will correctly inherit the old outdoors variable, so that roofing tiles can check it when deciding whether to roof an area
* fixed photos
* Revert "fixed photos"
What was I thinking?
* Added stopwatch, deadringer, cultist mob and PoIs for them.
Made simplemobs ignore invisible people.
* Organ deletion fix.
* Test
* projectile fix + time adjustment
* initialize crate change
* Changed cultists into semi-transparent ghost people
* Removed Stopwatch for a separate PR
* Removed stopwatch trace
* removed cultists from dme
* Removed Stopwatch PoI
* Clean up unused files / stopwatch addition
* Replaced sounds with stock ones from
freesound.org
Removed icon modifications
Grammar fix
Removed unused sound files
* PoI tweaked
* Removed unused area
- Chaplain PDA bug: Caused by the chaplain custom preview calling equip. Disabling it seems to have no issues with the preview and stops it making a new PDA every time it generates a new preview.
- Atmos Tech Dedupe: All engineers start with a T-Ray in their right pocket. Atmos techs also had one in their toolbelts. And now the extra one in the toolbelts is gone.
* Allows AIs to control maint/construction drones.
* Radio control online.
* Things Not Saving
* Drone control respects intellicores.
* Config control, AI drones are disableable if the AI isn't an antag.
* There's a diff so it must have saved. Right?
* No un/wrenching of the core.
* Complies to Replies.
For SPEEDYNESS
It probably works. I mean it's hard to sit there for 8 hours and test it. But it seems to work okay. At worst if it doesn't you'll have weather that doesn't make sense. ;v
* Laser pointers
Adds laser pointers, ported from tg/oldaurora (but heavily modified). They can be found in the loadout, as well as made by science. Science can also upgrade them, which makes them occasionally useful for blinding people, too.
The bugfixes which make several of the features work properly will come in a separate commit.
* Three fixes
Cats now have resting sprites for all 4 directions, instead of just east. This was needed to make cats look like they're pouncing on the laser dot.
Cameras can now be EMPed more than once, and EMPs actually are able to disable them now. This was needed for the shining lasers into cameras feature.
Flash_eyes() now actually displays a flashing animation on your screen when you get flashed (except for silicons, who for some reason are excluded from this unless EMPed). This was needed for laser pointers to have a temporary "blinding" effect when shone into someone's eyes.
(removes errant debug message too, whoops)
* Nerf
Reduced chances of laser pointers doing anything useful on silicons.
Also, fixes a duplicated proc, oops.
* Requested changes
Minor changes as requested - 'cell' to 'diode', view() to viewers(), range() to viewers().
Stops buckled or dead cats from reacting to laser pointers. Zombie cats are fun, but no.
Also, does another small nerf to the effects on silicons.