* Mulebot and vehicle updates - they now run over mobs!
* Remove unneeded safety check, and lying check
* Fix Mulebots running over themselves, fix runtime with blood.dm
Changelog Notes:
- Tweaks bike kickstand usage message to give the name of its user rather than a public weirdness of "You put down/up the kickstand".
- Snowball compacting message tweak to have a to_chat as well as a visible_message. (Not sure if this will work probably.)
* Combat Mechs Can Punch More Things
Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage).
Gives punching objects a check so you don't accidently smash something without meaning to.
Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs.
* Take_Damage Boogaloo
* More take_damage Stuff
Adds click delay on attacking barriers.
Proper noises when attacking material doors and barricades.
More stuff can be broken by mech punch and simple mobs.
* Adds changelong
* usr to user
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
* A preface to my madness
Travis failed one of my PR's because I copied old code
that used /red /blue /green.
Because of this, I am going to find and replace every
instance of it that I find.
Also this is a test commit to make sure I'm comitting
to the correct branch.
* /blue /green /red replacements
Dear god.
A slow and painful death from acid is more fun than this.
I wouldn't wish this torture on my worst enemy.
And this is only the beginning
* Replace part 2.
Time to fix the human error.
* Fixes mismatches
* Sets macro count to 220
One above the current number of macros in the code.
* Fixes last of the mismatches.
* Removes spaces, replaces \black
Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen
* Updating macro count again
* More fixes!
* Issues fixed! For real this time!
I swear!
* Fixing all the merge conflict files.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.
Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it. This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files. In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.
The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.
Remains of player blob axed.
blob_act() axed. Blob now has an arbitary set of things it can attack.
It will flow over everything else. Blob has an awful tendency to destroy
non-craftables.
Will test more tomorrow.
Blob will now attack mechs.
Fixes#8106.
Fixes#10705.
Merges the two meteor events into one, and now takes severity into consideration instead.
Including the basic meteors there are also new types ranging from flaming to radioactive which may drop appropriate types of ore.