Mostly ports /tg/'s method of seeding submaps into specific z-levels.
Due to the low number of submaps present, all of the PoIs are guaranteed to spawn. As more are added, this should fix itself.
Changes the rock texture to hopefully be a bit better. It's a recolored version of /tg/'s lavaland rock, and modified slightly to look less repetitive.
Ports the lavaland rock tile sprite entirely for future away missions.
Adds tree chopping down feature. All trees now have health, and hitting it with things will reduce it. Generally you need something sharp to have a chance of actually felling the tree.
Adds log material, which is obtained from chopping trees. Hitting these with a sharp weapon converts them into two planks per log. Can be used to build log walls but otherwise can't be used to craft, at the moment.
Ports /tg/ tree sprites. Might have a use for them in away missions, who knows.
Makes crystals start anchored and glow.
Shoveling snow checks toolspeed now.
Also fixes various bugs with surface tiles, hopefully.
Adds some documentation to the map file system.
Adds a new 'plane' map, ideal for testing PoIs by loading them manually.
Makes space heaters glow orange.
Adds a new grille type for fancy surface windows.
Adds self planting hydro trays/dirts if a seed is on top of them when the map is loaded.
- Ports the floor types, structure, and sprites (techfloor) from Vorestation (who ported them from Eris).
- Fixed missing techfloor floortile sprite icons (ported from Eris).
- No actual new floor sprites sans the techfloor. Saving for when we actually change maps to do that.
- In theory, also added a changelog for what I'm doing. Not sure if worked.
a8c9bb786a
Unsure if I even did it correctly, but seems to function in the brief tests done, no compile errors.
In preparation of porting the massive number of floor decals for the new map.
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.
* Atmos and mob faction fix
Should reduce lag substantially and stop planetary phoron fires.
* Active Edges
* fuck you Travis you unhelpful shit
* Testing probable problem area.
* Is THIS it?!
* Long shot, but let's try it.
* Just to kick Travis again
* oops
Added SC map files for further work. Including hopefully all the related files.
New airlock sprite thanks to Virgo, with a alternate non-see through sprite.
Changes to the space and transit tiles (ported from bay).
Changes done to the NC map that should bring it more up to date with changes (shield defuse stuff and minor bug fixes)
* Remove remaining hard del()'s in our code.
* Replace deleted() and gcDestroyed with QDELETED macro.
* Fix some strange calls directly to Del() (capital D)
* Make Destroy() return qdel hints.
* Make a few of the Destroy()'s more comprehensive in cleaning up references.
* In edited Destroy() procs, converted to use qdel_null and qdel_null_list macros when possible for pretty code.
* Removed unused variable `sleevecard`
* The performance of the radiation controller as-is was not fast enough for inclusion in production servers, but it has some nice featuers, so rewrote it to be more performant.
* Instead of storing the radiation strength for every turf, we only store the sources of radiation, and calculate the strength only for mobs who might be in range.
* Old method was ray-tracing to every turf in range whether anything was there to be irradiated or not. Could be hundreds of turfs. New method only lazily calcualtes strength at a turf if we actually need to know it. Often times this is zero turfs if nobody is standing in engineering.
* Removed the automatic processing of objects with "rad_power" set. Objects are responsible for calling the repository to create/update their radiation sources. Saves some extra overhead that in practice was redundant with other process controllers.
* Also tweaked to be more respectful of qdel'd objects and added some comments.
* New atom to hold a turf's decal overlays instead of the turf itself.
* Change floor_decal initialization to use it instead, and change other decal/overlay interaction procs to use it instead.
* Add floor decal initialization to master controller to do them in one fel swoop instead of nickel and diming.
* Stop area init from updating open space turfs; let the open space controller do it.