- There is a new option in the player panel labeled "Send back to
Lobby", which will send a given player back to the lobby.
- The player panel also has a shortcut to the "Spawn Character" verb.
- Finally, there's a new config option that disables the warning
message about multikeying if two mobs with the same CID are found;
this option should NOT be enabled if multikeying is prohibited by the
server rules. It is simply a developer tool, as multikeying is
sometimes necessary to test new features that require two clients
interacting.
- Move overmap defines to _defines folder. Rename old file to turfs.dm since that is what it contains.
- Definition of overmap event objects and the overmap event handler.
- Upgrades to SSevents and SSskybox to tie in the overmap events.
- Enhancement to /datum/event itself to support affecting_z and victim ship.
- Upgrade to the five event types used on the overmap to support new vars.
- Upgrade to dust and meteor spawning code to support targeting z-levels.
Heres the big bug fix and improvement update, first to list improvements and then fixes.
Custom max limit for vore bellies, so can be lower than 100 units.
Mechanical pref window now shows receiving and giving prefs.
receiving and giving prefs are now saved to client and no longer have to be set each shift, beta period is over so no need to make people actively activate the transfer system for fun stuff.
changed reagent rate system, now is fixed settings that allows even 24 hours time from 0 to 10, though there is no persistency system yet as its being reconsider how to implement without causing issues.
Changed up code to be less messy.
Made so attack logs for transfer are certain, to ensure griefers and such can be caught.
Custom name for reagents! Will affect what it is called when transfered and when spilling on floor, doesnt change actual chems name.
Transfer verb as well! So can be things like inject, pump, and other words for how liquid is transfered from a belly.
Custom puddle system! Spilling enough liquid spawns a puddle of that reagents color, with custom name affecting name and description!
Custom sloshing noise system, allows individual bellies to be enabled to slosh louder and more frequently with how much is in them, no worries, made it so the system just bases chance on the highest volume at a given time and not spam sounds, also the sloshing noises are tied to digestion noises preference for those not wishing to hear that stuff. A big thanks to wheatley for supplying some audio files for the sloshing!
bug fixing
made adjacancy check to transfer to avoid long distance liquid transfer, thats silly.
Fixed issue where failed attempt to find a container would result in succesful message even though nothing occurs.
Novacat commented 3 days ago
Remember that server-destroying timer bug that VORE keeps getting?
Turns out, it is related to the inactivity subsystem, that, due to having SS_BACKGROUND and SS_NO_TICK_CHECK flags, causes the master controller to break in a horrible way. One of the consequences of the master controller breaking is that the timer subsystem stops running.
I am relieved that this monster of a bug has finally been slain. Hopefully.
- Ports the overmap, ships, sectors, and "landable" ships from baystation.
- Ports necessary computers to control ships and overmap shuttles.
- Shims missing machine and computer functionality pending future enhancements.
- Includes required new sprites and sounds.
- Port based on Baystation's implementation and customized for our code and usages.
- Switched space icon_state permutation to a "dust" overlay that is permutated the same way. As an overlay, the dust can be *above* the parallax planes. Space turfs are now white to allow skybox to BLEND_MULTIPLY onto them.
- Added skybox hud effect that replaces background space turfs with an image moved to create a parallax effect.
- Added skybox subsystem to generate and manage skybox parallax images, and lots of images for it!
Largely ported from the work done at Baystation in https://github.com/Baystation12/Baystation12/pull/17460 and later commits.
- Shuttles no longer require a separate area for each location they jump to.
Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
This means that more than one shuttle could use the same docking port (not at the same time of course).
- Enhanced shuttle control computers to use nanoui if they didn't.
- Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
- Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
- Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests
This all required a bit of infrastructure improvements.
- ChangeArea proc, for changing the area of a turf.
- Fixed lighting overlays actually being able to be destroyed.
- Added a few utility macros and procs.
- Added "turf translation" procs which are like move_contents_to but more flexible.
Given unsuccessful attempts to reproduce in testing, we need logging in production. These logging statements can be removed once the root cause is discovered.
After a week of non-stop work on coding this its finally here! Churn your friends into different liquids in your vore bellies, make some over time using nutrition, empty into containers, into other vore bellies or stomach, even into other people as well! You can write custom messages for every belly for people to see if you want them to, so this vore addition works well for not only vore, but also for inflation and other 'kinky' things, bottoms can take advantage of this as well to show off 'donation's from your tops!
It works for anything that has a vorepanel, so synths and borgs can also join in on the fun! (Not an expert on those folks, so sorry if there are some bugs when I made it to include them :c)
I plan on making on the second phase of this poject (wont start now, I need break and feedback x.x):
Allow people to set transfer verbs and custom names for liquids when they are transfered, sorry, there wont be actual custom fluids, thats not something that can really be done easily if at all!
Toggle for belly noises when walking around, so the more full people are the more often and clearly sloshing and such is heard
More reagents! Do give tell what you would like, of course meds and absurd chems will be a no!
Certain races/synths/borgs will be able to select additional liquids they can already produce in non-vore way!
Potential round persistency of liquids! This will only be the fullness of belly, not the content, since this can be abused to transfer powergaming reagents across shifts! So selected reagent of belly will be what the belly contains
Adjust how quick and slow the rate of liquid production can be
Possible custom messages to replace normal vore messages when at certain intervals of fullness, like prey splashing in fluids, folks seeing struggle messages with bulges appearing on liquid filled belly
Puddles! Puddles which name and color are based on fluid spilled on floor! Will also mean transfer will get a choice to dump onto floor
Finally I wanna thank Jon for a lot of code help, and Aronai to get the few final kinks worked out!