Adds autopilot functionality for shuttle one and shuttle two. It can be enabled and disabled by the flight computer.
Autopilot is active by default on both shuttles. The shuttle waits for two minutes when it reaches the outpost or station, except for the first flight, where it waits for about ten minutes, which should be plenty of time for people to get on and for the pilot to turn it off if one exists.
Adds renaming feature to all shuttles.
Ports /tg/'s 'shuttle warning' effect, which adds a bunch of blue circles where a ship is about to land, which should prevent surprise shuttle crushes if paying attention.
Flight times for all routes are cut in half to act as the bonus for flying manually. Automatic flight takes twice as long, and so it will take the current amount of time.
Makes Ninja shuttle faster because Nippen steal.
Does some cleanup with temporary effects.
Simple animals now use the base health system that most other mobs use.
Fixes a bunch of Destroy()s so that they should qdel properly.
Mend Synthetic can heal synthetic simple animals.
Adds attack and spellcast animations to the golem.
Adds system to manually flick because byond is stupid sometimes.
Removes shield and reflect spells from the golem since SAs can't use shields at the moment.
Adds more helpful spells to the golem.
Golem and the Lost Drone now use the 'synthetic_evil' speech bubble.
Pink Slime Aura and Mend Synthetic (technomancer) should now fix FBPs again.
Adds procs to get the 'real' number of damage from humans, including limb damage on prosthetic limbs.
Slime following made a bit more robust, slimes (and other simple animals) stop wandering when following.
Slimes following a leader that passes the can_command() check will refrain from attacking things if not attacked first.
Slime kill command implemented, requires the slime to be in your faction or be the slime's friend, and not just obedient. This can be accomplished with end-game slime agents.
Slimes require three 'free' tiles to split, which should prevent super overcrowed cells and by extension avoid Amber Tide from crashing the mob controller.
Dark Blue Cold Aura now properly adjusts temperature based on protection gradually instead of instantly setting to the lowest value.
Instability should now feel more responsive and less sluggish to go away. Instead of it being removed at a semi-random and slow rate, it now has a semi-defined half life of about 46 seconds (IE 100 instability will be around 50 in 46 seconds). The radiate pulse now occurs every Life() tick as well, and by extension the light radius update, so you should be able to see your purple halo adjust faster.
This unfortunately necessitated tweaking to the strength of instability events. Instability events should happen more often to compensate for it going away faster. It may need to be tweaked further.
Instability Glow (IE radiating) now radiates the instability decayed in the Life() tick instead of a third of the current instability. This means people have more time to get out of the purple light before they start glowing themselves. Two glowing people tend to equalize their instability if adjacent for awhile, while a third person can cause runaway instability, as normal.
Glowing now starts at 10 instability instead of 30.
Technomancer cores show the instability delta in their stat panel.
Message for standing in purple made bigger and purple-er.
Fixes bug with certain spells which waited for the effect to go off before qdeling the hand item.
Fixes leftover Xenobio tests in example map defines.
* Sound Improvements
Ported some sounds from TG. I was getting sick of the current pistol
sound. Didn't sound meaty enough so I changed it.
I also didn't like the default gun firing sound so I changed that too.
I also brought in a couple more sound files from TG just in case those
ever get used. No use for them currently.
While I was at it, I fixed the incorrect naming of some sound files in
audible_deception.dm for Technomancers because I was editing the file
anyway and a separate PR would make conflicts.
* I forgot to press save on this one
I tend to do that a lot
* Laser sound too.
* Adds back commented out code because reasons
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.
* A preface to my madness
Travis failed one of my PR's because I copied old code
that used /red /blue /green.
Because of this, I am going to find and replace every
instance of it that I find.
Also this is a test commit to make sure I'm comitting
to the correct branch.
* /blue /green /red replacements
Dear god.
A slow and painful death from acid is more fun than this.
I wouldn't wish this torture on my worst enemy.
And this is only the beginning
* Replace part 2.
Time to fix the human error.
* Fixes mismatches
* Sets macro count to 220
One above the current number of macros in the code.
* Fixes last of the mismatches.
* Removes spaces, replaces \black
Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen
* Updating macro count again
* More fixes!
* Issues fixed! For real this time!
I swear!
* Fixing all the merge conflict files.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.