No front-end changes. This just means that mob colours now take up less columns in the database, incur less processing (reduced rgb() calls) and reduces the amount of code dedicated to them.
The primary function of this is a new button in the "Preferences" tab -
Set View Range. This functions similarly to the admin verb "Change View
Range", but it only allows you to set view ranges lower than the normal
world.view.
Full changelog:
- Added ViewMods system to clients.
- Everything that wants to change client.view should do it through
this system.
- Currently used by the Set View Range button and Marauders.
- Stretch mode is set to stretch when active, but the original
setting is preserved, as long as you set it with no ViewMods enabled.
- The basic way this works is that it keeps track of /datum/viewmods
on /clients, and whenever one is added or removed, it picks the
highest view range out of all of them and sets the client's vision to
that. This effectively means that, if you, say, set your view range
to 5x5, and get into a Marauder and use the "zoom" button, it will
always go to the marauder's zoom level.
- The HUD is set to minimal mode for any view ranges below
world.view, which means you only get absolutely critical buttons.
- It's set to invisible if you go down to view range 1 or 2,
because the buttons can't fit on the screen at those view
ranges.
- Removed canvas examine option. Just zoom in yourself!
This commit ports /tg/'s move refactor.
The throwing system has been replaced entirely, removing the necessity
of throw_at_fast and resolving multiple outstanding issues, such as
crossbows being unusable.
Spacedrifting has also been upgraded to function with the new throwing
system. It is now it's own process.
Tickcomp has been killed, and the config values have been adjusted to
more or less match live Paradise.
All mobs now share a common Bump() proc. There are only four mobtypes
which do not, including humans and simple animals. With the exception
of mob types that do not ever want to Bump() or be Bumped(), they should
call the parent proc.
Human movement slowdown has been moderately tweaked in how it stacks effects;
It shouldn't be significantly different from a player perspective.
Mobs will now spread fire if they bump into another mob. I don't want to set
the world on fiiiire, I just want start a flame in your heart~
For player facing changes: Input delay has been reduced by roughly ~50ms for
any direction keys, by advantage of a previously unknown flag on byond verbs
which allow them to operate independently from the tick rate of the server.
You may need to clear your interface.dmf file if you have a custom skin for
this change to function.
Changes:
- Mech mounted teleporters now use 8000 power on use (previously, did
not appear to use any)
- With a 40,000 capacity bluespace cell, this gives them 4-5 uses of the
bluespace cell before their battery drains.
- This also affects the CC seraph and Syndi Dark Gygax mechs. They've
been retrofitted with bluespace cells also to handle the extra power
drain.
- With these changes, mech-mounted teleporters are still buildable (with
LOTS of R&D) and still useful, but you can no longer spam them to
teleport across the station uncatchably fast.