- 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.
-Mountable mobs/borgs/taurs can now let the rider in control without requiring a riding crop.
-And yes, riding crop has always been "the key" for rider control for these mechanics.
-Also tweaks the AO a little bit more because ouch my ocd.
-Taller icons no longer sink into the tile below on the resize mechanics.
-Living mobs now have a var (vis_height) for their icon height, and humanmob species have a new var (icon_height) that overrides the vis_height for the resize proc.
-Also earlyports some tweaks to ambient occlusion. The new filter system took the old filter's settings as "make the shadows megathick and dummy intense" and that was ugly.
-Fixes several instances of runtime spam caused by lack of sanity checks in nifsoft procs.
-Fixes a runtime spam caused by 512>513 transition having renamed a fake ao filter argument.
-This also fixes the fake ao.
-Adds new customizable carbonspecies for werebeast shenanigans.
-Stats-wise somewhat faster, tougher, and hungrier compared to base humans. Also darksight.
-Added whatever the code needed to make it possible to have taller carbonspecies.
-As a side effect, the forementioned also makes it possible to do long necked species and more.
-The werebeast can use the tail, hair, ear, and markings customization. This will be messy on tails that rely heavily on human silhouette. The hair and ear customization is fully functional using unedited human assets with a coded offset.
-The hair/ears offset is a modifiable var for the species specific head organ subtype, and can be used by other species that use custom headtypes.
-The werebeast has a set of markings as well, restricted to the species. face, belly, socks, and nose.
Currently the werebeast ready clothing is limited to:
-Back: basic backpack, basic satchel, leather satchel, basic courier bag, and basic duffle.
-Belt: toolbelt and security belt.
-Eyes: most sunglasses and sunglass huds, welding goggles, regular and 3d glasses, plain, meson, and science goggles.
-Feet: black and brown basic shoes, galoshes, jackboots, and toeless jackboots.
-Hands: latex/white, nitrile, yellow/insulated, black, and fingerless gloves.
-Head: the entire selection of vanilla headgear.
-Suit: labcoat, regular and white hazard vest, and 4 flavors of varsity jackets.
-Uniform: white pants, white shorts, white, orange, yellow, black, grey, robo, engie, and janitor jumpsuits, swept and nurse skirt.
Everything else will likely not show up at all, but more can be added whenever needed.
In theory, supposed to blind, and force the inhabitant to whisper. Still WIP. I would like to, instead of blind, reduce visual sight to 1 tile, so that actions are not affected.