* 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.
- Moved the missiles into a proper projectile file.
- Made it so the missile launcher actually FIRES things instead of throwing them and priming the missile.
- Copy things from TG for how the explosions are handled. Just use a regular explosion, that's weaker if it hits people.
- Updated the missile to an animated version from Teegee and stole a couple of their sprites too.
* Begins work on internal exosuit components, similar to Borgs.
* Large volume of work on exosuit components, Durand is tweaked to be higher cost in time and resources, since it requires AP to damage, without ions or explosives.
* Component Sprites
* Actually implement component repair, I knew I missed something.
* Magic numbers, properly typed lists, and indentations oh my
* Changeling
* Large amount of work; Animal taming, shearing. Random animal spawns on sif grass/forest turfs. New PoIs, thermal poncho.
* Combat drone DMI moved to drones folder. Mining Drone subtype added. "Tameable" with ores, will collect and store ores when not in active combat.
* Gun sound updates
Grenade Launcher sound source:
https://freesound.org/people/LeMudCrab/sounds/163458/
* Actually, this is a better way to handle this.
* Fixed accidental inconsistent indentation
* Renames shotgun.ogg to Gunshot_shotgun.ogg
Also actually changes the file names like I was supposed to last night.
* *peers* Didn't I just fix this shit?
* Actually fixes the missing files this time
* Update audible_deception.dm
* Changed tungsten core projectile sound by request
* Actually no this line is stupid and makes me angry
Simplifies dumb code that was badly copypasted.
Also fixed missing D'eagle fire_sound
* Smarter code
Less copypasta, more runtimes prevented in case somebody decides to make
a soundless gun whether done intentionally or not.
* Update gun.dm
9mm didn't have HP ammo for some reason, which is dumb, considering HP
ammo makes 9mm not useless while not being overpowered as hell.
All I did was add in the missing projectiles and relevant casings. How
they get implimented if at all is up to another PR.
Also made some notes for later because apparently Polaris is in a
feature freeze so I am not pushing new features, just fixing a missing
one, but I need to remind myself to do this later or remind somebody
else if I forget.
Port from Bay
- Addition of two more revolvers in 44 cal for variety
- Creation of rubber rounds for 44 cal (stats taken from virgo no idea how good they are in actual fights)
- Includes 44 ammo speedloaders, regular and rubber speedloaders
- Slight adjustments to allow for firing animations taken from Bay (the mosley revolver has a firing animation that plays)
- Includes in hand sprites
We did already have the 'webley' sprite (it exists in a recolored sprite). However it is a alternate sprite for the detective's 45 revolver. This brings it in as a actual proper revolver with sprites that are different than the detectives revolver, and maybe in the future can be thrown into loot lists and PoIs.
Adds a system for projectiles to inflict additional damage on specific kinds of simple animals.
Adds special bullets for certain rifles which are very effective against 'animal' SAs such as giant spiders, bears, carp, and such. The bullets do less damage to other targets such as humanoids.
Replaces the southern cross gun locker regular ammo with hunting ammo.
The same as https://github.com/PolarisSS13/Polaris/pull/3612 except this
time I'm not a dumbass and accidentally overwriting other changes
because the Github client decided not to sync with Polaris.
- Fixes pirate gun not getting 12g caliber correctly.
- Fixes .357 caliber not being named consistently with everything else.
(Do not merge this until
https://github.com/PolarisSS13/Polaris/pull/3533 is merged pls, unless
Yosh fixes his caliber to be correct also.)
- Changes .50AE ammo to .44 because that's more consistent with what the
gun is capable of in-game, because it uses the same damage values as the
.357 and not a bullet that shoots through through your fridge, through
your house, and hits your neighbor's home invader like a .50AE is IRL.
The fact that it's .44 makes much more sense. This is purely a fluff
change because it annoyed me.
- Fixes a bunch of ammo.dmi icon names and makes the file not a jumbled
fucking mess. This means now your 762 mags and the newly renamed 44 mags
will not be broken anymore.