Removes a very large amount of world loops.
Adds a macro to painlessly generate a global list, and the needed code to modify the list when an object is made or deleted automatically.
Cleans up some commented out code.
* Added happy friend time mechanics working properly for fox and cat.
* Added vore mechanics and vore overrides
* No longer enable vore on simple animals by creating a "/vore" subtype. Instead we simply enable vore on the main type. Consensus being we don't need a type for non-vore versions of stuff.
* This allowed us to revert many path references throughout the codebase to the original non-vorestation back to their original values. In these cases the "Vorestation Edit" comment is removed.
* Moved the vore overrides for upstream simple animals into its own file zz_vore_overrides.dm
* Changes navbeacons to no longer use radios (Doing so was slower and didn't really help anything) Note: var/freq remains for mapping compatibility until all maps are updated.
* Fixes navbeacons to actually hide under flooring if you put plating over them.
* Changed how navbeacons are mapped in. Don't use the picky "code_txt" variable, instead use appropriate subtype.
* Made useful reusable subtypes so you don't have to code in a type for every. single. one.
* Updated mulebot to use new navbeacon codes.
* Re-activate patrolling! With the new navbeacons, bots with will_patrol can follow the patrol navbeacons.
* Note: various "should_patrol" variables on each bot type unified under /mob/living/bot/var/will_patrol
* Securitrons (beepsky) got an overhaul to the new patrol routing.
* Note: BayStation replaced the snowflake handcuffs code with acutal handcuffs. Polaris handcuffs requiere a grab to work, so are more complicated. Kept our existing attack code.
* Behavior procs reorganized to use better movement detection and just be more flexible.
* Floorbot fixes & removal of bridgemode
* Floorbot will now remove & replace broken floor tiles.
* Floorbot will no longer decide its okay to pave over all of SPACE.
* For the moment patching hull breaches is disabled, it is too laggy.
* Sundry bugfixes to all bots
* Use forceMove() instead of setting loc
* Use "\The [X]" message strings.
* Pass target to do_after() when doing something to a target.
* Fixed events that were supposed to emag bots to now do so again.
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross.
Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage.
To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
* Removes Captain as a title, sets default to Station Administrator, and adds a new title, Site Manager
* Fix atmo_control interface temperature reading
* Adds Multiple Alternative Titles
* Removed Supply Assistant
* Removed Sergeant
* Removed Computer Scientist
* Revert "Revert "Frame Cleanup""
This reverts commit 82722ba42f.
* Changed Supply Officer to Requisitions Officer
* Changed Requisitions Officer to Supply Chief and Removed Courier
* Removed Life Support Technician
* Removed Brig Officer
* Tweaks the lowest level of heat damage to be less insane
* Corrects damage amount for heat_damage_level_1
* Maybe Perhaps Last Major Technomancer PR
Adds ability to sort the spells section of the catalog into categories. The categories available are 'All', 'Offensive', 'Defensive', 'Utility', and 'Support'.
Removes preset section on catalog as it was unused.
Projectile spells now have a sound when fired.
Haste lasts five seconds instead of three.
Repel Missiles lasts for five minutes instead of two.
All healing spells work five times as fast, healing in five seconds instead of twenty five seconds. The amount of instability and healing done has been multiplied to remain consistent.
Passwall can now be used on more than just walls, if there's something dense on the same tile.
Force Missile is now 25% cheaper to cast, and has a cooldown of .5 seconds instead of one second, and does 5 more damage.
Beam's damage is increased by 10, and energy cost decreased by 25%.
Lightning's warm-up time is now one second instead of two.
Overload now costs 10% of total energy instead of 15%, and damage scaled with 4% of their current energy reserves, and 5% with the Scepter, instead of 3%/4%. Additionally, instability per shot is lowered to 12 from 15.
Track now costs 25 points instead of 30 in the catalog, because roundness.
Fire Aura should look more impressive without a Scepter.
Fixes bug where shooting Lightning made you motionless for twenty seconds.
* Adds Multiple New Clothing Items
* Makes Loincloths only Availiable to Taj and Unathi
* Tweaks the contents of the captain's closet
* Smokables now give an approximation of how much longer they'll burn once lit
* make teshari not bad to play
* Tea Tweaks
- Minor changes to the color of some of the drinks such as tea and iced tea. Still not happy with the colors, but they seem better than before.
- Modification to the British cup sprite.
- Addition of a tea sprite for the coffee cups.
* fixes exception handling runtiming
* Adds missing error handler that made it difficult to debug runtimes.
* Corrects error handling proc
* Adds missing runtime viewer Topic calls.
Relocates them to the datum itself rather than it being an admin topic for maximum self-containment.
Also adds 'adminplayerobservefollow', making it possible for admins to not only jump to mobs but also follow them with a single click.
Misc tweaks from Paradise.
* gib population
* Adds the ash() mob proc, preps ninja suit
* Fixes#2352
* Changelog
* alt title
* Rigs now have suit coolers
* Map edit
- Fixes lighting in Security. Again.
- Fixes lighting in Library.
- Adds a new maint tunnel between engineering solars and atmos, now
outside the blast radius of SME explosions.
* Almost forgot emergency shutters.
* Examine Cigarette Lore
* Fixes Capitalization
* Eliminates colon
* Should clear up the usr issue
* Fixes cryopods of all types not setting occupant correctly.
* updates changelog
* Fixes runtime that occured if someone touched a blast door with an empty hand.
* Fixes check_rights() runtime.
* Adds magboots to ling spacesuits
* Adds Changelog
* Turret Fix
Turrets can now deploy properly and not be stuck in a state of deploying forever if a target is in range.
* Revert "Adds hub passwordu"
* Makes changeling recursive enhancement a passive power
* Corrects a description
* Adss changelog
* Add files via upload
* Changeling/Wizard/Future Stuff Hud Button Fix
Hopefully this stops the roundstop changeling hud wonkiness.
* Changes Mining Hardsuit slowdown to 1, from 3
* Widened hallway
* Speeds up arm_guard and leg_guard wearers slightly
* Forgot to use map cleanup tool.
* Adds changelog
* Adds changelog
* Minor Emitter Tweaks
Emitters no longer die by shooting a taser or laser tag gun at it.
Emitters don't explode if they are not on a powered wire with sufficient electricity in it. They will just crumple away instead if integrity is reduced to zero.
Taking any damage to the emitter no longer results in instant death due to me being an idiot awhile ago.
Emitters can be examined to see if they are damaged, and can be repaired by applying metal sheets to it.
* Github, stop being stupid!
* Tweaks Sec Voidsuit values
* Fixes external airlocks
* Elevator-MMI fix
* Shoveling Snow
* Laptop ID Computer Fix
The manifest should now be updated correctly when using laptops.
* do_after is more immersive
* Fixes second bug involving inability to change title to station admin.
* Adds more unathi hair and facial options
* Adds the changelog
* Retweaks secret player requirements
* Updates changelog
* Fixes sprite not updating to not be floating when leaving non-gravity
* Adds changelog
* Fixes changeling revive not working when you're missing a limb
* Fixes#860
* Adds changelog
* Makes flash confused duration the same length as the flash blurry eyes
* Increases the change of lung rupturing
* Adds vomit as an emote
* Adds changelog
* Removes revolution shuttle delay
* Adds changelog
* Projectile flash rounds will now do the same as a flash when hitting a target
* Adds changelog
* Fixes dna-lockable gun explosion security level
* Drink Container Lore
* Decapitalizes 'Sleeper' Because Why
* Fixes Grammatical/Flow/Sarcasm Errors
* Completes dna lockable guns implementation by adding a dna chip that can be added to guns
* Fixes + forgotten file
* Moves DNA locking stuff down to the item level rather than gun, also adds the ability to emag to remove the lock
* Adds changelog
* Adds the ability to wear ponchos as an accessory, also adds the ability to have ponchos as a suit accessory
* Adds changelog
* Closes 2 missing spans
* Adds secure briefcase to custom loadout
* Adds changelog
* Headgear Additions, and an Undershirt
* Medical splint buff and new ghetto splints.
Adds hands and feet to splint-splintable organs.
Also adds ghetto splints that can't do hands and feet.
* Fixed Sleeper... Again
* Renames "poncho" slot to "over"
* Speeds Hyperzine metabolism
* 1.5.8 Map bug fixes
-Fixed brit cup sprite.
- Replaced a maintenance door leading into atmospherics with one with the proper access.
- Fixed Missing Disposals pipe next to atmos.
- Tweaked some light placement in the main hallways.
- AI core redesign.
- Turned off medbay lobby intercom.
- Cyborg charging station added to prison wing.
- Cyborg charging station added to the research outpost.
- Medical rig suit added to medical.
- EVA rig suit for engineering added to EVA.
- Second residential elevator installed. Due to budget cuts the size of the elevators has been reduced.
* Updates changelog
* Sombrero Code
* Fixes#2365
* Adds changelog
* Sleeper is evil.
* no message
* Changelog
* Stops observers from leaving prints on the ground.
No more spooking the mortals, ghosts.
* Allows autotraitor in secret to start with 0 players
* Adds changelog
* Makes diona slightly less slow
* Adds changelog
* Bowling Shirts
* Updates changelog
* Adds a missing description
* Flat Cap Changes and Hair Bow
* Fixed Error
* Adds an in-hand
* Lower Torso cannot be amputated
* Smoke works, adds changelog
* Updates changelog
* Makes Unathi Voidsuits Less Fat
* Medical related fixes
* Fuzzy Cuffs
* Tube Top
* Made Icons for Security Suit Less Gaunt
* Revert "Medical related fixes"
This reverts commit d7c59520e6.
* Just the fix to random med item now
* Fixes Evening Glove Coloring
* HAZMAT Suits
* Changes Unathi sprite slightly
* Tweaks skirt pathing
* Corrects changelog
* Adds changelog
* Construction Voidsuits
* makes people bleed real good
* adderino changeling
* Revert "Revert "Adds hub passwordu""
* Explosive implants should no longer gib on limbs.
* I still have no idea what I am doing.
* Resolves#331
Previously missed Z-level checks in the form "z != X". Utilized this regex which hopefully has cought most of them [zZ](\s?)(!?)=(\s?)(\d+).
Adds more Z-level configuration, admin levels.
Now possible to configure 3 different kind of Z-levels.
Station levels: Which Z-levels the station exists on.
Contact levels: Which Z-levels are typically affected by, for example, Code Red which alters the visual state of fire alarms.
Player levels: Which Z-levels a character can typically reach.
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val.
This commit adds dna.Clone() and (UI|SE).Copy() where needed. These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand.
This change also messes with the gene activation logic.
DNA now stores blocks internally as numbers and only makes the uni_identity and struc_enzymes strings when something has changed. This is vastly more efficient.
In addition, the API for using it has been simplified. Common tasks, such as setting a sub-block, or getting a value from the block, are handled entirely by the DNA datum with simple, easy-to-use procs.
Tested on local server, but may need balancing and additional look-over since the code is from our server (/vg/) and I likely broke or forgot something.