* Ports the supermatter grenade, supporting code
* May or may not make movement seem smoother
* Fixes the Sleepy Ring
* Partially ports the GLOB system
* Fixes the bug(s) that allow meat bodies to have metal brains
* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here
* Optimizes supply UI
* Transfer shuttle grammar fixes
* Fixes borked E and W fish sprites
* Fixes incorrect ETA in crew transfer announcement
* Ports descriptors from Bay
* Add files via upload
* Removes Noble Defines
* Mech Mini 'Revamp'. Will need playtesting. (#5480)
* Exosuits are now capable of holding more equipment, of specific types.
* Tweaks regarding feedback in staffside thread, other concerns.
* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss
* Weapons only fit in universal combat slots.
* Adds smart magazine, magazine functionality
* Adds a new subset of grenades that shoot projectiles
* Low alpha now makes HUDs and tooltips not show up on you
* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)
* Update smartfridge.dm
* actually indicates which line solves the bug
* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.
* Minifrags now use the small fragments mainly as they should.
* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.
* Touch stuff in reference to responses.
* NanoUI now processes again
* Initial Work: Manifest, Newsfeed
* Adds newscast viewing, manifest
* Cartridge devices
* Template progress
* Med records, Sec records, Emp records
* Cartridge work part 1
* Cartridge work: part 2
* Power monitoring console
* Cartridges have persistent, internal data
* Code to load element-specific data upon request, instead of serving all relevant data at once
* Janitorial Supply Locator
* Refactor crew manifest to a separate file
* GPS cartridge
* Reorganize GPS to proper organization, important comments
* Supply cartridge
* Status display access
* Merc blast door controller
* Appeases travis (Round 1)
* Appeases travis (Round 2)
* Headset sprites are now on the default ear, which is left
* Cleave changes, attack code cleanup
* Catching is no longer guaranteed, accuracy code is more general
* Adds a Neural implant for future implementation. Promethean brains have been updated to fit it.
* changelog
* Robots can attack things again
* Might help with air subsystem lag
* Ports the spinny throwing animation from Bay
* Cult heal modifier no longer does Shit-Tons of agony. Does mediocre agony on non-cultists.
* Defines.
* Headset sprite tweaks
* Shield Drone no longer auto-fails with Energy Relays.
* I'm an idiot.
* PoIs can be rotated in increments of 90 degrees
* Might fix the server startup error_handler runtime
* Cult Girders are back to being proper.
* Submaps can now be rotated to any cardinal direction (South is default)
* Should fix another runtime with tools
* Buffs the Vox
* Removes debug code (Yes, I'm an idiot)
* Ready for merge
* Fixes some bugs tangentially related to Vox code
* Ports /vg/ instrument frame work, adds client based sound pref
Also shifts sound files which is 98% of the bulk here.
* Helmets now show only certain hairstyles
* fixes the trailing tag, I think
* Scrubbers no longer automatically scrub phoron (#5512)
* adds manual changelog
* Adds new set of cyborg sprites for medical/science/default/security/combat (#5546)
* Refactor cargo trains, they're just normal trains now. Adds the Quad, and re-enables/fixes the Space Bike!
* communicator_header.tmpl now correctly includes Body
* Adds tails to Unathi rig suit sprites (#5551)
* supplycom/control drops the correct circuit
* Emags have an effect on cargo consoles
* The cybersuit is now a space suit.
* Map Bugfixes
- Fix for mislabeled c_tag cameras, first deck
- Fix for mislabeled c_tag cameras, second deck
- Fix for poi crashed containment shuttle mapping issues (terrain generation)
- Fixed wrong floor type on skipjack
- Fix for scrubbers pipe, central substation
- Fix for air supply pipe, chapel
- Fixed scrubber pipe, Engineering Drone Fab
- Fix for air supply pipe, Prison Wing
- Removed redundant supply and scrubber pipe, Security Auxiliary Dock
- Fix, Fore Aux Dock airlock pipe.
- Fix air supply pipe, library
- Fix, scrubber pipe, coffee shop
- Pipe fix, Medical maint
- Fix, supply pipe medical secondary storage
- Removal, redundant supply pipe, cargo maint
- Fix, virology scrubbers pipes
- Fix Xenobio and Xenoflora missing atmos connection to the main outpost
- Fix, missing atmos connections between Main outpost telecoms and main outpost atmos
- Fix for missing power wires, HoS Office, Warden Office, Heads of Staff Meeting Room
- New, random mouse spawner
- New, random mouse spawners added throughout maintenance on the station (maybe too many, maus station 13)
- New, 30 sheets of lead added to engineering
- Fix, POIs should now be rad protected and characters won’t be affected by the radiation event
* Fixes Lead Walls (#5562)
A material's ``radiation_resistance`` was never considered for calculating a wall's cached resistance to radiation. This fixes it. There is another issue involving r-walls not being better at stopping radiation than their normal-wall counterparts made of the same material but fixing that involves a lot of number adjusting to avoid the SM engine from getting twice as protective.
* Yet Another Circuit Update (#5549)
* Circuit updates, adds new components, improves printer, new assemblies.
* Finishes powernet circuit.
* Adds wearable assemblies.
* Finialization before merging with GLOB port.
* Finishes circuit update, hopefully.
* Forgot to undo map.
* Removes debug output.
* Readds size traits
* Signal pistol can be reloaded (#5566)
* Makes Blobs more useful.
* Rig and Spacesuit additions
- Added the 'military' Rigsuit from Bay.
- Added 'pmc' rigsuits
- Added exploration and pilot voidsuits along with alternate sprites (alternate sprites done by Naidh)
- Addition of suit cyclers for exploration and pilot voidsuits
None of these suits are currently accessible in game outside of admin bus. Currently only the pilot voidsuits have other species sprites. Exploration suits are missing sprites for Teshari (Naidh made some for their alternates but I have to add them) and the rig suits are human only. This is to be fixed in the near future, just wanted to get the make workload actually in the game first.
* Dermal implant doesn't cover hair
* Fixes a couple of tool related oversight/runtimes
* Fixes hand and leg cuffs
* Technically adds the Ore Redemption Machine
* Update combat.dm
* Boot knives fit in boots
* Adds tails to Unathi rigsuits (again)
* PoI fix
* Skrell names no longer contain spaces
* Descriptors now properly respect species differences
* Make the Statue NOT entirely immortal.
* Psychiatric Medication Fix (#5588)
* Psychiatric medications are faster when ingested
* Psychiatric med fix
* Updates changelog
* Tweaks emitters and Pacman
* Adds the Biopsy Scanner to the Surgery Kit (#5589)
* Adds the Biopsy Scanner to the Surgery Kit
Since it's actually used in a surgical operation, it should proooobably be in the kit. Iunno if the kit is really used here aside from antag shuttles, but they might as well have it.
* Added a missing comma
Missed a comma, might be what's causing issues. Iunno. It worked flawlessly in dream-maker.
* Adds some Holy drinks, and Promethean-safe drinks / acclimators. (#5574)
* Adds some Holy drinks, and Promethean-safe drinks / acclimators.
* Carbon + Water + Oil = Sludge
* TRUEFALSE & * removed
* Be Smart about damage things.
* Don't spawn things in Null please.
* Adds a generic proc to the mining vendor to add custom / blank entries.
* Keys now actually exist again.
* Species item slowdown changes
* Pose now shows up under descriptors
* Fixes Circuitry Glasses.
Button in HUD should work now.
* Phase rifle size correction
* Should fix the new bugs with webslinger spiders (#5612)
* Hyposprays can now have different sounds
* admin helps, but working this time.
* handle issue, GLOB staffwho
* admin list seems bork'd cleans up feedback messages
* Fixes grabs breaking defined mob pixel offsets.
Yeah.
* Custom RIG Framework (#5613)
* Framework for Custom RIG sprites.
* Fixfix
* line ending
* Text for handheld plushies when poked
Plushies now make sounds when poked. Squeak!
Ported from https://github.com/VOREStation/VOREStation/pull/4231
* Shotgun cycling animation framework
This adds the possiblity for empty sprites on all shotgun/pump/thing and for cycling animations.
https://cdn.discordapp.com/attachments/407267031562453032/488751327531368481/2018-09-10_18-43-05.gif
This particular weapon was made by a friend so i'll wait for their permission before porting it in.
* Add an animated rifle.
Nothing is particularly impressive except the animation.
* Fixes some bloodloss bugs
* Move almost everythign food related into the kitchen module.
Not moving reagents and tools.
* Minor issues fix.
* Remplace sprite hammer with pickaxe
This particular hammer had been sitting 'waiting for sprites' for 4 years at least. Could be a lot more really.
Fixeshttps://github.com/VOREStation/VOREStation/issues/4183
* Fix mislabelled posters.
https://github.com/VOREStation/VOREStation/pull/4310https://github.com/VOREStation/VOREStation/issues/3597
* Remove kobold.dm
This file has no sprites and is used nowhere. It does have some kinda cute emotes but without sprites it's useless and has been since 2017 and maybe much longer. I haven't found any references of it's origin either.
~~maybe virgo will do sprites i dunno~~
* Fix yes emote not working correctly.
It's a lazy fix but it works.
* Fixes chem master dumping reagents.
Previously, if you used a bluespace beaker and transferred all of it's contents, the chem master buffer would silently drop all of those chemicals without warning.
* Fixed smes terminal construction requiring more cable than used.
* Fixes laptop blocking grown adults.
* Fixes several typos with oxygen_pump.dm.
* Fix the condimaster not working.
Previously, you simply couldn't make any condiment using this machine. Now you can. There was just missing template which is back in with this PR. (Thanks aronai.)
This means you should consider remplacing it in your kitchens.
* Remove intensity from chemistry machines.
* Add a noise for mining scanners.
This should affects all devices using it too.
* Prevents people from HREF exploiting around the R&D console.
* Lock has a check already, so remove that.
* reeeeeeeee
* Fixes missing sprites when excavating rocks
* Xenoflora and Xenobio House Move
- Moves Xenoflora and Xenobio stationside, on first deck. Leaves the old labs still up planetside for the time being.
- Minor bug fixes, missing lights, mislabeled lockers in robotics, floor decals.
* Changes << to to_chat at request.
* wax staxs
* Fix plastic ashtrays only holding one butt. Now they hold 4butts.
jeez bill.
* Move surgery caps into their own selection.
* Fixes maploading
Imagine you're on the last iteration of this loop, you've done the final column of X coordinates and you're going to set maxx.
Would you want to set it to where you are now, the final X column... or would you want to add ONE MORE beyond the template size for some reason then set it to that?
This bug causes all templates that are the size of normal maps to fail to initialize any atoms if your template is the size of your normal maps, because it tries to obtain a square of size minx, miny, minz, maxx, maxy, maxz to initialize, however maxx is nonextant because it exists outside the bounds of the world. It also causes all submaps to initialize an additional column of atoms twice, or not initialize any if they spawn against the right edge of the map.
* Graves (#5622)
* Adds support for closets storing closets, and graves
* More Grave Things
* Chnglog
* Polaris Vision Tweaks
* Fix a couple of ticket bugs
Don't show admin character names when they reply, and this proc appears to take different options on tg, so was fixed here.
* Prevent people from removing papers from any distances.
* Removes maintenance access from cleanbots
This should stop them from wandering into maintenance never to be seen or heard from again.
* Remove very annoying midi tools
* Magazines improvements (#5666)
* Give sounds to emptying magazines
* Clear some trash in the saber magazines
* The magazine NOW behaves correctly.
* The second half and more casing noises.
* Fixes map and makes everything compile.
For SPEEDYNESS
It probably works. I mean it's hard to sit there for 8 hours and test it. But it seems to work okay. At worst if it doesn't you'll have weather that doesn't make sense. ;v
* Upgrades Planetary Weather to vis_contents
Makes the weather on Sif use vis_contents instead of overlays, which should fix all weather-related icon issues, and may or may not be faster.
Weather updates instantly now.
Fixes indoor PoIs having outdoor weather.
* Tries to appease Travis
Setting lights on every single turf takes way too long. Instead of havingto create a light source for every single outdoor turf, we find the corners to light up and apply the sunlight to them directly.
We also make sure to avoid having planet sunlight being 4x too strong, which would happen if we naively looped over all corners of all outdoor turfs.
Note: This has the side effect of making the sun's light and color ACCURATELY reflected on turfs. Previous code doubled up on light and appeared brighter than it should.
Changes how lighting is applied to the Surface.
The current method works by making every tile glow in a specific color and intensity. The issue is that when it is time to change the color/intensity, it can take the light controller a considerable amount of time for it to update every tile (estimated to be around 14,000 tiles), which can take a minute or two for the lighting controller to finish.
New method is to have a special light source for the surface, with different properties to the 'regular' light source that most things use for making light. The special version doesn't care about line of sight or lighting falloff. This special light source is applied to a series of invisible 'sun' objects that get generated as the planetary controller gets created. When the lights need to change, the lighting controller has to change a much smaller group of objects instead of literally every outdoor tile.
Controller with deferrals and SCHECKs to be specific. Won't lag while updating the sun, weather, or temperature.
Also moved some vars around. Namely the planet walls are stored on the planet, not in the weather_holder.
Planets now have their own turfs, the controller 'gives' them to the planets each cycle if there are any unallocated turfs in the global lists, to avoid iterating over other planets' turfs if you have more than one, then cuts the lists if you were crazy and some turf added some invalid type. This saves us type-checking in the for() loops later to make them crunch faster. The former operation should only happen once at the start of the game (and maybe very rarely when turfs are added/removed from a map during the game).
With regards to the temperature updates, rebuilding the zone entirely is an intensive operation. Instead we can use this new cheaty proc to do it from over here. ZAS code outside ZAS oh noooo. Well, the option is to snowflake this case into ZAS which is maybe worse?
Only downside to all this is that if you manually set weather and time it might take between 1-60 seconds for the controller to get around to checking if you wanted to update it. That's not that big a deal. If you really want you can now debug that controller and call doWork on it.