Completely revamps the beach mission. No more 'safe' missions for our intrepid explorers.
Fixes a metric ton of bugs that I actually lost count. My head hurts.
Several varients of mobs have event types added to prevent them from wandering, for the away missions.
Also Shrinks files down to 250x250.
* Fixes PDA manifest excluding all non-syndie borgs
I'm preetty sure the original PR had the opposite intention of what it actually did.
* Update obj.dm
* Update obj.dm
Added some structures DMI's to use, adjusted mining+part of xenoarch,
did a lot of work on lower level and maint level, added a few closet
variants for lumberjacks
Chapel area and new chaplain pet 'Ignis', Finalized most of the prison,
added a new monastary to be used by the chaplain/monk, and serves as a
public garden for the crew.
Partway done with cafe and library, currently under work.
- Heavy rework of the wilderness, minor adjustments to mining and outpost z-levels. To get to the wilderness you now have to travel through the mine z-level to do so, follow the green flagged path through the mine.
- Shuttles can now land at a site near the entrance to the wilderness. Removal of the mine shuttle landing pad to move it to the wilderness.
- New addition of warning sign, thanks to Schnayy.
- Bugfixes for Heist shuttle not going back to raider post, light overlays on shuttle areas, and certain shuttles not leaving behind floor tiles when they should.
* Cleans up PDA Manifest template, adds Planetside and Silicon sections
* Cleanups up some testing code
* A rogue space-indented line
* Hides empty manifest categories
* When spawning into the game (both latejoin and normal join) the job controller used loc = X to set location. This meant that Enter() was never called for entering the spawn location, and all other associated problems.
* This screws up the new jukebox music system because mob.lastarea is not set correctly.
* Fixed signpost teleporting for the same reason (nobody wants beach tunes playing forever)
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.
You get to cache data, make the best of it.
NanoUI for PDA now won't shove the manifest through list2json every tick, it will cache the json for manifest and shove it into the cache_data so list2json tacks it onto the end.