* Multiple loadout slots
Ported from Bay. Each character can have 3 (number can be overridden by config) loadout slots. This way, you can have different outfits for different situations without needing to have a separate character slot or edit your loadout every time.
Tested here, works as intended. The current loadout is set as slot 1, so you don't need to worry about remaking it. This also ports the to_file and from_file macros to make it work, I'm assuming they could later be used elsewhere as well.
* Log of Changing
* These aren't supposed to be here!!
* Adds new Security pistol and large capacity magazines
* Removes new pistol from Security spawns
* Removed references of Beretta because it's not one
Adds autopilot functionality for shuttle one and shuttle two. It can be enabled and disabled by the flight computer.
Autopilot is active by default on both shuttles. The shuttle waits for two minutes when it reaches the outpost or station, except for the first flight, where it waits for about ten minutes, which should be plenty of time for people to get on and for the pilot to turn it off if one exists.
Adds renaming feature to all shuttles.
Ports /tg/'s 'shuttle warning' effect, which adds a bunch of blue circles where a ship is about to land, which should prevent surprise shuttle crushes if paying attention.
Flight times for all routes are cut in half to act as the bonus for flying manually. Automatic flight takes twice as long, and so it will take the current amount of time.
Makes Ninja shuttle faster because Nippen steal.
Does some cleanup with temporary effects.
* Make Singulo Stable Again
* Prevents emitter beam effects from being pulled by singulo. Now watch them hit the field gens.
* Prevent singulo from consuming the PA particle effects. It already gets fed by impact, don't try to eat them.
* Improve the Setup Singularity debug verb to do more better setup (including PA)
* Fix the energy dissipation values so that singularity does not just keep on growing even when setup properly.
* Enhance singularity proc/eat()
* Use `var/simulated` as a more generic way to ignore lighting overlays etc
* Remove redundant code in the rest of the proc body.
* Slight optimization: avoiding typecheck in loop over return from orange()
* For non-assoc lists every value was being read as a string. For vars like "access_req" this is bad - it doesn't work. Therefore we add support for lists of numbers.
* While I'm here, might as well add support for non-string keys of associative lists too, since that's required by things like vending machines.
Fixes Destroy() proc on zpipes and cryo cells gets rid of a `loc = X`
Updates remaining atmos machinery to use atmos_init
Fixes area atmos computer to use initialize() instead of spawn-in-New
Because starting money is pretty much all it affects, anyway. Instead of just being used to measure NT's opinion of you, you now choose income categories to fall under. This still affects how much money you start with, with the highest category giving a 1.3x modifier, but the lowest has been lowered to 0.5 times. Now you can start with even less money than before.
Currently doesn't change the "this person might be willing to help you" message for traitors, but it would be easy to do something different with that if requested.
* to_chat() replacement.
* Revert calling target.init_dir() before connecting.
* This change was added in https://github.com/PolarisSS13/Polaris/pull/3775 to counteract `dir` not being set prior to New() for dynamically loaded maps. The root cause was /atom/New() not calling _preloader.load(). Undoing the change now that /atom/New() is fixed.
* The addition of the init_dir() proc itself however, is useful, because there ARE other times some atmos machinery will want to re-initialize its dir, specifically whenever it is rotated.
* init_dir() must be called in the constructor of all atmospherics machines capable of connecting to another. Since it has to happen for ALL machines, lets move that call to /obj/machinery/atmospherics/New()
* Rename /obj/machinery/atmospherics initialize() to atmos_init()
* These days `initialize()` is used to handle general object initialization that is moved outside of New(). The node connection discovery of atmos machinery needs to happen after all that, and so needs to be in a separate proc.
* Make sure to actually call atmos_init during system startup.
* Checks list length after input() returns so you can't cheese it.
* Sanitizes list to proper length so existing characters over the limit will be fixed.
-Okay so. The dismemberment related crashing has decreased in the mob icon cache related cases, but another circumstance has been revealed pointing towards the severed limbs themselves.
-(Someone got splattered yesterday downstream and nuked half server into chain crashing)
-Anyhow. I personally had completely forgotten to update my client last year from an awfully outdated pre-PIXEL_SCALING version, but I happened to do it way after people began crashing and cannot remember encountering a single crash from the before time.
-Which led to a theory that our poor little Byond simply has trouble adjusting to fresh features and occasionally gets overwhelmed by the task of tossing around a bunch of severed limbs inheriting their owner's visual properties while also having to randomly rotate each one.
-This thing just disables pixel scaling from severed limbs upon dismemberment.
-Because of the evil nature of the bug unpredictably manifesting in action and often leaves some witnesses un-crashed, I have no proof if this helps anything but I'll just toss it up and see if it sticks.