Added a new option to the cargo console to view supply points gained
from the most recent shuttle trip.
It breaks down the value per crate, but to preserve the fun of trial and
error for folks that enjoy that doesn't itemize exactly what inside the
crate provided that value.
Part of the supply shuttle changes could probably be instead done as a
sell_crate hook, but because of where that's called it would have to
duplicate all the manifest-detection code.
* to_chat() replacement.
* Revert calling target.init_dir() before connecting.
* This change was added in https://github.com/PolarisSS13/Polaris/pull/3775 to counteract `dir` not being set prior to New() for dynamically loaded maps. The root cause was /atom/New() not calling _preloader.load(). Undoing the change now that /atom/New() is fixed.
* The addition of the init_dir() proc itself however, is useful, because there ARE other times some atmos machinery will want to re-initialize its dir, specifically whenever it is rotated.
* init_dir() must be called in the constructor of all atmospherics machines capable of connecting to another. Since it has to happen for ALL machines, lets move that call to /obj/machinery/atmospherics/New()
* Rename /obj/machinery/atmospherics initialize() to atmos_init()
* These days `initialize()` is used to handle general object initialization that is moved outside of New(). The node connection discovery of atmos machinery needs to happen after all that, and so needs to be in a separate proc.
* Make sure to actually call atmos_init during system startup.
Makes it properly auto-register your name instead of coming as Unset every time.
Makes messages to Commlinks properly stay in the commlink user's head.
It's just my fluff gun. But sharing is caring.
From the ingame fluff:
"Variety is the spice of life! The 'Nanotech Selectable-Fire Weapon' is an unholy hybrid of an ammo-driven energy weapon that allows the user to mix and match their own fire modes. Up to three combinations of energy beams can be configured at once. Ammo not included."
"This gun is an energy weapon that uses interchangable microbatteries in a magazine. Each battery is a different beam type, and up to three can be loaded in the magazine. Each battery usually provides four discharges of that beam type, and multiple from the same type may be loaded to increase the number of shots for that type."
"The Kitsuhana 'Nanotech Selectable Fire Weapon' allows one to customize their loadout in the field, or before deploying, to achieve various results in a weapon they are already familiar with wielding."
The HoS's includes 2 lethal, 2 stun, 1 net, and 1 ion battery. There are other batteries (like instagib!) but there's no way to get them normally. There's also one that strips people.
On the ships map, the little one that was in the top left. Am I the only admin who's ever used the admin lewdship in our maps? This one is too big to fit at the station so it has a little shuttle. Maximum class, for hosting parties.
While editing the docking thing for the shuttle, also fixes the tether 'goodluckmcgee' shuttle docking at the station. Now it docks properly and the doors open like one might expect.
* Tries to Please Travis
Should remove all active edge problems.
Moves map-specific unit tests to the map define file.
Enhances some PoIs in terms of adding /ignore_mapgen to the ground.
Fixes incorrect loot pile in one PoI.
* Conflicts are fun.
* Might fix unit test.
Axes executing a cleaving attack now has a visual effect to show the tiles that can potentially get hit.
Gives hatchets and the energy axe the ability to cleave.
* This is PHASE 1 of a multi-phase conversion. In this first phase we implement the subsystem, but leave it processing the existing global list variables. In the next phase we will switch to use datum variables in the subsystem. The main reason for splitting into two phases is ease of code review; change the meaningful code without the hundreds of machines -> SSmachines.machinery substitutions.
* We did declare macros for adding/removing things to the processing lists, and convert everywhere to use the macros.
* Added var/is_processing to /datum to keep track of whether an instance is already in a processing list (prevents it being in the list twice!) and also debugging, making sure its not in two lists etc.
* NOTE: The global machines list is **no longer sorted** for performance reasons. As far as I know, the only module that actually ever cared was cameras. Our camera system already handles its own sorting in the cameranets anyway, so it should no longer be needed.
-Apparently storage proc for this thing was changed to return 1 regardless if the item had the quick empty verb or not, which in turn triggered the very first nope of the box specific code.
-Boxes can be quick emptied but lack the actual verb apparently?