Adds ability for admins with R_SERVER perms to be able to set a persistant 'news' announcement that works similarly to admin memos, but for the public. This is ideal for telling the public things such as when an event is scheduled, directing people to a forum thread, new lore changes, new policies, etc.
The news window allows to define a title, and the body of the text, using an admin verb. The author and date are added automatically.
Any players can read the news window in the lobby. The button will bold itself, and display (NEW!), if the player has not seen the news before. This is done by comparing a hash of the body that the client remembers verses a hash the current news body.
The Exonet Node now has a log window, showing all successful message transmissions that pass through it. Each line contains information about the origin address, target address, the message type, and the contents of the message.
Changes the documentation for some procs to be more clear on what they're actually doing.
Hand-held flashes now do 30 halloss per flash, if the person lacks flash protection.
Hand-held flashes now can be used 10 times per minute instead of five, due to needing ~4 flashes to down someone.
Flash rounds do 20 halloss if the mob hit lacks flash protection.
I have no idea why this is in the code.
Its unobtainable in game and would be difficult to create even with
admin powers, as there's no canister to spawn it in or anything like
that so you'd have to VV an already existing gas.
Adds a smallish room in the back of research which has a circuit printer, some circuit assemblies, and a circuit box. Also has space mountain wind and cheese honkers by request of Woodrat.
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.
When a floor was created, it would always be dark at a distance until nearby light sources turned off and on again. This should fix that problem by forcing the overlay to update upon turf being changed.