added a few defines and helpers
do_after family supports callbacks
added airlock security levels to airlocks
obj_integrity for doors, door assemblies, firelock frames
vault door assembly is 8 plasteel up from 6
explosion_block works better
heavy firelocks block explosions, firelock (de)construction uses crowbar instead of welder
xenos can open airlocks
minor change to attacking obj message
Pulsing them has been broken since commit 60994c59. Not many people know
they even exist. I figure the better solution than fixing them and
introducing a new behaviour to airlock hacking is to simply remove them
completely.
* 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
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.
Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
This should make it much easier to port abductors, if we ever want to do
that.
Changes:
- Fixed a bug where the AI could not delete photos it takes.
- Ported -tg- cameranets. This means that all of our camera based systems are more or less up to date with -tg-; 510 features are missing.
- An AI with the 'camera lights' mode on will now, instead of the button toggling the closest camera's light, toggle camera lights on/off as the AI moves.
- It now takes a minimum of 30 deciseconds between attempting to track someone, and locking on. This number is increased by their distance away from the AI eye.
- The camera activate/deactivate proc is now called 'toggle_cam'.
- The 'trackable' proc has been replaced by a more object-oriented 'mob.can_track()' proc.
- The 'networks' section of the security camera console is now above the camera list.
In laymans terms: This refactors how security cameras calculate what
viewers can see, and adds a few neat features on top.