- 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.
* Fixes#4632.
* 1:27 am coding best coding
* fixes a warning
* Removes the last of the gender macros. Gender is dead.
* gender II: the travis-ing
* linebreaks are dead too.
* oops i accidentally the gender, also ambiguous gender is now taken into account for get_visible_gender
* Cleans up PDA Manifest template, adds Planetside and Silicon sections
* Cleanups up some testing code
* A rogue space-indented line
* Hides empty manifest categories
* Polaris initial plane upstream merge
* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT
* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.
* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking
Setting stuff like colorblindness variety and things.
* Remove NIF reference, fix lighting layer define
* Handle effects above lighting plane
* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE
* Merge: 3000% human/update_icons() speed improvement
* Merge: Avoid ghosts pointing at things
This replaces the mystical messages of things like Command Reports, the 'All hands' message when a CD joins, and head announcements with a PA system that behaves more reasonably than pushing all the messages out of the chat box. Nothing about the systems changed, just the way they show up. They still make the sound, too.
* Set appearance_flags on HUD images to prevent them from being scaled up/down when the owning mob is macro/micro.
* Optimized the resize() proc and made it adjust the vertical position of the unscaled hud to stay even with the top of the mob's head.
* Also fix the resize proc to be consistent with update_icons(). Now micros wont be in the middle of a turf temporarily after resizing.
Several circuit boards/modules did not have sprites despite hands sprites existing.
Green and pink lunch/tool boxes appeared in the wrong place in the right hand.
Fixed defib sprite for new code, and added jumper cable sprite.
* 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)
* 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)
Now you can start with them in loadout. They are no longer SUNglasses though, so they won't protect you from flashes.
There are several models, the loadout ones are the civilian ones.
- Civilian: Displays job ID icon based on the person's ID, and shows a health bar only if they are injured.
- Medical: Same as civlian, but displays advanced status (virus, borer, etc) along with backup implant status, and allows medical records access.
- Security: Same as civilian, but displays warrant and arrest status, and will automatically darken (electrochromic) in response to flashes, making the wearer immune, plus security records access.
- Engineering: Same as civilian, but will automatically darken to protect one's eyes during welding.
- Research: Same as civilian, but has a trendy goggle form factor for SCIENCE reasons.
- Omni: Has the combined features of all of the above. The only pair available spawns in the CD's office. (CC officers also)
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.