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.
ACTUALLY fixes problems with borgs permanently breaking their syringes and being able to put modules into potted plants, which causes unwanted fuckery.
Reverts #7560
Engines will now be randomly placed on mapload, maintainers will need to update the server config to enable the system.
Add this to Config:
\# Control which submaps are loaded for the Dynamic Engine system
ENGINE_MAP Supermatter Engine,Edison's Bane
This will load either Supermatter or Tesla based on randomization. If you'd prefer to just stick with SM, remove "Edison's Bane" from the config file and leave in Supermatter Engine.
The way this is done DOES require the engine load system to be used, but it should pave the way for more modular engines in the future!
This also allows older maps to be loaded with hard-coded engines, if you comment out the line in config to disable it, it will skip engine loading.
If there's any issues, refer to the relevant submaps to tweak 'em. <3
TL;DR - Supermatter is now changed to on-mapload, Tesla added as option for mapload engine start. Remove the "Edison's Bane" from config and put the entire line into your config to make the engine work now. :blep:
Please merge this quickly, it will produce conflicts.
One of the most common reasons behind cleanbots getting stuck in stupid places is because they went after some mess underneath table/rack/railing/whatever without ever getting to reach it.