* Sound Improvements
Ported some sounds from TG. I was getting sick of the current pistol
sound. Didn't sound meaty enough so I changed it.
I also didn't like the default gun firing sound so I changed that too.
I also brought in a couple more sound files from TG just in case those
ever get used. No use for them currently.
While I was at it, I fixed the incorrect naming of some sound files in
audible_deception.dm for Technomancers because I was editing the file
anyway and a separate PR would make conflicts.
* I forgot to press save on this one
I tend to do that a lot
* Laser sound too.
* Adds back commented out code because reasons
- Added files, cable ender and technically 'southern_cross-8.dmm'
- Adjustment of areas dm to give color to centcomm beach area icons
- Fixed SC centcomm dmm file, 'southern_cross-6.dmm'
- Overhaul of xenobio/xenoflora on 'southern_cross-3.dmm'
- addition of heavy duty cables to SC-3.dmm and SC-4.dmm
- Adjustments of southern cross files.
- Changelog?
Brains now retain languages from the mob they were removed from, rather than forgetting them. Languages are also retained when a brain is transplanted into a new body.
AIs, as well as cyborgs/robots/drones, will load languages from your currently-active preferences when they spawn (just like humanoid mobs do). Brains removed from cyborgs/robots/drones will retain their original languages regardless of the current module.
Brains in MMIs can now speak EAL if they know it, and additionally fixes#2832 - sign language will no longer be usable when lacking both hands. Also fixes silicons being told the wrong language prefix by the known languages window, as it was still showing ':', leading to much confusion among new borg players.
Known issues:
AIs who can use sign language can use it even without a holopad - I'm not sure how to have it check for that. This could be seen as a non-issue, as signs could conceivably be displayed on the AI's screen.
AIs signing over holopad will also have the language verbs overridden by the synth speech verbs (states/queries/declares). I'm pretty sure this has something to do with the already-existing bug that all languages can be understood by everyone when an AI speaks them over holopad.
- Ports the floor types, structure, and sprites (techfloor) from Vorestation (who ported them from Eris).
- Fixed missing techfloor floortile sprite icons (ported from Eris).
- No actual new floor sprites sans the techfloor. Saving for when we actually change maps to do that.
- In theory, also added a changelog for what I'm doing. Not sure if worked.
- Added the hand drill and jaws of life to the protolathe
- Removed titanium from the hand drill and jaws of life
- Syndicate toolbox now comes with power tools
a8c9bb786a
Unsure if I even did it correctly, but seems to function in the brief tests done, no compile errors.
In preparation of porting the massive number of floor decals for the new map.