* Sideports a couple of init unit tests from Neb.
* Trying to unfuck initialize logic.
* Removing del()s.
* Adjusting return values to Initialize().
* Moving some dangerous object logic from obj onto the two types that use it.
* Rolling back some init changes and commenting out initialized atom unit test.
* this comment formatting is a minor war crime
* Removed sleep() from signaler circuit Initialize().
* Additional Init fixes post-rebase.
* Uncomments subsystem test since that's passing.
* Begins work on the Industrial expansion, ft hidden Lore
* Removed Painite, Quartz, and Void Opal from generation pending their eventual uses. Recipes modified to use them have been reverted of this use.
Fix Fix.
* Reset map to master.
* Add copper to Robotics, R&D, Engineering, and EVA.
* Baseline work for Department Goals. Implements round-end stats, based in 3 categories of roughly-more-interesting to less interesting.
* Active Goal Separation.
* Map.
* Actually does the second half of this in this PR instead of a different one.
* Fixes dismantled machines deleting inserted IDs
Machines no longer delete people's ID cards whenever they attempt the most obvious route of getting their card back from an unpowered machine.
* Update machinery.dm
* Make Butchering more modular. Don't tell the demon lords.
* No guts no glory. That was far more work than expected to get organs to just process and work for butchering holy shit.
* Chitin and hides oh my.
* squeak. ..Why did this not fire on local?
* Squelch.
* Seven cubed livers, for the doctors in their sterile halls.
* Changeling
* Prep for Datums
* Fix Broken Broken Guns
* Redundancy
* F l a g s
* Adds a VR Thunderdome
* Adds VR Thunderdome Vendors
* Adds VR Area
* Adds VR Thunderdome Area
* Adds VR Thunderdome area
This time without upsetting Travis, I guess.
* Adds VR Thunderdome Area
This time for sure, probably, I hope.
* No changes option added to all cyclers, sprite check added.
Added an option for no cosmetic changes to all suit cyclers, and added a check to make sure the sprite exists before fitting it.
* Typo fix
Self-explanatory.
Adds toggle to go back to the old-school SS13 legacy airlock sounds, including the glass windoor airlock sounds, and a toggle to disable the per-department door sounds, which some found jarring/unrealistic.
If Per-Department sounds are disabled, the department doors will use the default sounds except for open/close except for glass airlocks, which use cmd3o/c, and maintenance, which uses hall1o/c, following maintainer-requested behavior for these doors.
PR with changes from staff: https://github.com/PolarisSS13/Polaris/pull/7595
This also relocates the following sounds to be inside machines/door for more consistency:
- airlock.ogg
- airlockclose.ogg
- airlockforced.ogg
- airlock_creaking.ogg
- boltsup.ogg
- boltsdown.ogg
- blastdoorclose.ogg
- blastdooropen.ogg
- windowdoor.ogg
Demonstration Here (recorded before the change to make department doors use maintainer-chosen audio if department was disabled): https://giant.gfycat.com/WhichUniformBrahmancow.webm
Adds Door Channel Volume preference for doors, that applies to open/close/bolts sounds.
This should prevent complaints of "Doors are too loud" - adjust the volume channel to your personal preference.
This makes it identical to it's real-life counterpart, and brings some actual sprite improvements upstream from Virgo.
Earlyport of https://github.com/VOREStation/VOREStation/pull/8812 with an actual rename of the gas, ID, and sprite used.