Most items in the codebase have a slowdown multiplier of one, when slowdown is handled species-side in multiples of 0.5. This makes the effect of species slowdown almost non-existant when item slowdown is involved, and makes species that have item slowdown reduction (such as Unathi) unnaturally fast.
Do note that I also went through and removed odd slowdown numbers as well, as, due to the way slowdown is tied to tickrate, it should be done in intervals of 0.5.
I tried to view things on a case by case scenario but there will probably be changes that will need to be double checked.
Some items will be handled differently, I will list the exceptions below.
Boots of Speed: Kept at -1, it is boots of speed after all.
Chemistry Bag: Increased to 3. This should not really be toted around outside of chemistry.
Hybrid Tools: They already have a lot of other disadvantages, and are kind of hard to get, and 0.1 is a weird number for slowdown.
Site Manager's armor: Already 1.5
Unathi Breacher modules: These things are overpowered and Unathi already have a racial trait to virtually remove slowdown.
Voidsuits: Already done in intervals of 0.5, no change.
RHR Accellerator: This thing probably has appropriate slowdown values for what it is.
Utility suits: Already done in intervals of 0.5
Clothing/suits/armor: Already done in intervals of 0.5
Adds a HUD for observers
Adds a HUD for rigs and mechs
Adds up/down buttons for AI hud
Add more tg style alerts
Fix some bugs with the tg alerts
Improve icon_states usage by caching it
Redo how respawning works, add a button to ghost hud for it
* Make intercom power change stateful
* Clean up air tank processing and initialize
* Optimize flashlight processing
* Optimize suit cooler processing
* Optimize geiger counter processing
* Optimize lighting processing
* Only process rigs on a person
* One more rig cleanup
* Better notifications
* Add buttons to del/move tabs in edit mode
* Add a <span> to emotes
* Fix duplicate IDs in VChat and add more logging
* VChat: Redone chat output in Vue.js
* Ported tg asset cache
* VChat DME Update
* Replace \image macro with bicon()
* NanoUI Subsystem Fixes
Don't do this, the asset subsystem does this for you
* Allow narrate/globalnarrate shenanigans
Allows HTML if your entire thing is HTML
* Disable bicon() icon object cache, and create text tag cache
* Ore Scanner is written incorrectly
Only revealed by vchat
* Fixes 2 VChat bugs
* Underline links in VChat
* Fix LOOC color
* VChat Improvements
Hopefully, anyway.
- Arbitrary font size setting
- Line height setting
- Multiple crush settings
- Rewrote how tabs work hopefully for performance
- Hidden messages are actually put elsewhere
- Attempts to correct chat backlog restore on rejoin
* Surgery steps to use <span>
* Some VChat Tweaks
- Chat remains between client reconnects if your client didn't close (so things like using the reconnect button, or autoreconnects at round end when that feels like working)
- The client doesn't send pings to the server, the server sends pings to the client. This fixes AFK measurements for AFK kick purposes.
- Turn latency indicator into a green/red indicator to show if you're connected, and when clicked will perform a one-time ping (and block doing it again for 10 seconds). It will display '?ms' if it never got a reply, or '999ms' if it did, but it was over 1s.
* Include date in filename for VChat log save
* Merge pull request #6767 from Cyantime/patch-2
Change chat export naming scheme
* Adds VChat tab saving
Saves every time you enter/exit edit mode. Persists between rounds, VChat reloads via verb, etc.
* Fix chat exporting when someone has used unicode
Only affects clients still using 512
* Use CLIENT_FROM_VAR for ease of code reading
* Update code/modules/client/asset_cache.dm
Co-Authored-By: Novacat <35587478+Novacat@users.noreply.github.com>
* Fix runtime when client disconnects before vchat loads
* Fix polaris version of command reports
* Fix LOOC color in oldchat
* Put some styles in various adminpm messages
* Round info and advanced who spans
* Fix missing tag-end
* Maybe fix images for linux and statpanel but also doom everyone
Co-authored-by: ShadowLarkens <ShadowLarkens@users.noreply.github.com>
Co-authored-by: Novacat <35587478+Novacat@users.noreply.github.com>
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.
Similar to how examining mechs will list all the installed equipment, RIGs will now list all installed modules if the panel is open, while the RIG is being held or worn.