* Initial Checkin
- Creates two new admin-only jobs, "Nanotrasen Navy Officer", and
"Special Operations Officer". The former is for IC investigations by
admins of situations on the Cyberiad, and spawns in the admin room. The
latter is for leading/overwatching ERT teams, and spawns at the ERT
office.
- Neither of these jobs are accessible to normal players, either on
join, in preferences, or as a random job.
- When they are spawned, no announcement is made, and they do not show
up on the crew manifest.
- In other news, the "select equipment" debug verb has also been
adjusted so that NT Navy Officers get the same equipment either way.
* Fixes teleporter on admin station so that admins can use it to teleport directly to bridge
* Fixes CC jobs not always displaying CC HUD icon for sechuds
* Adds an implant that dusts someone on their death
* Tweaks
Changes:
- CC officers now spawn with an internals box in their backpacks, like
everyone else.
- CC officers now get dust and death alarm implanters in their backpacks
on spawn, rather than automatically having the implants in their bodies.
This enables admins to test things on admin station without worrying
about dusting or having their deaths broadcast.
- Dust implants no longer provide death alarm functionality.
- Dust implants no longer process().
- Dust implants are now based on explosive implants, and can be manually
activated via deathgasp.
- CC officers now spawn with CC headsets that are named 'centcom
headset'.
* Deletes CC encryption key
* Switches to using imp_in.dust()
- Fixes investigation logs showing various unused subjects instead of
the ones actually in use
- Fixes runtime when trying to investigate-log
- Fixes runtime when playing the station's "welcome" sound
- Improved tracking implants
- Added parole implant (chem implant with ether)
- Added parole jumpsuit + control wand
- Added box of the above to warden's locker
* bicon regex run
* Remove all \black
* Goonchat from /vg/ / Goon
Whoo!
Special thanks to @Tastyfish for the macro2html thing so all of our
horrible color macros keep working and don't fail horribly <3
* Fixes and changes n stuff
- Made ping sane again (the fuck PJ)
- Updated chat CSS
- Fixed like one problem with a color macro
* whoops
* Restore /vg/'s pingloop stuff (used to avoid fucking up is_afk)
* Strip problematic tags from tcomm scripts
- <audio>
- <video>
- <iframe>
- <script>
* Fix human examine icon
* Name hotkey elements
* Removed old stylesheet
Removed special check for plants. Bees undo it all so it's not worth the trouble just yet.
Credit for Crazylemon for being best coder. He helped me find a lot of issues that I would have been too stupid to find myself. Runtimes are gone
Stools can once again be picked up during impromptu bar brawls. Show
them who the real tough-guy is!
🆑
bugfix: To save on adhesive costs, Nanotrasen has stopped gluing stools
to the floor. The resulting bodily injuries probably won't cost more.
/🆑
* Makes jump actually jump
fixes#4707
sets flying to 1 for the duration of the jump. Means you can jump over
anything you can fly over.
Also fixes a bug with flying that could leave you visually floating
(pixel_y = 5) when you stop flying
* better fix
unless someone says no. Everything should be good however I noticed some runtimes with the nutrient and water HUDs. Maybe some floating point problems but those two shouldn't do decimal values. Otherwise the only other issue I can thing is that the HUDs don't update immediately every time.They still update when they should but I've noticed some irregularities...
Decided to scrap the beekeeping HUD for now. Turned out it's way more complicated that I thought. I'll try it again in the future.
Added the Hydro HUD design for Protolathe. Need to test if it works.
Might have made a mistake in Git so commiting in order to pull from Paradise master to see if anything broke.