Bug in the init_dirs_cache was not setting direction of pipes, making all cached dirs be for south.
Because mapped in pipes didn't have piping layer set, mapped in pipes conflicted.
The full-tile check for unary machines forgot to exclude *itself*
-Fixes gurgled prey's own prey dropping onto the floor instead of pred's gut.
-Fixes itemweak gurgles not getting past first layer of containment.
-Fixes entered belly contents from gurgled things already in the same gut causing noises and alerts. (such as prey loot and contents from digested storage items)
-Fixes strip digestion. No longer dumps everything at once and empties uniform pockets/id/belt as it used to.
-Strip digestion now also works on multiple prey at once and respects equip order. (as in oversuit goes before uniform etc)
* Makes slightly smaller objects capable of bashing open busted APCs
Because I've realized that engineers have enough --- to deal with without having to hunt down a fire extinguisher to bash open an APC
* Grammaring the best
-Fixes the default module icon missing from our _vr.dmi
-Makes our custom modules enable ui_style_vr to pull the hud icon from our dmi instead.
-Makes relogging etc not revert to default ui file if ui_style_vr is enabled for the borg.
-Moves the clumsy VS edit borg reset stuff to a more appropriate place.
-Adds the recently fixed attack anim offset fix and the ui_style_vr to the reset module.
EVA suit no longer stores toolboxes because those use a volume inventory.
CE's suit no longer holds pickaxes and ore satchels, but can now hold inflatables.
Adjusted get_breath_from_internal() proc to disable rig internals if the helmet is retracted and no suitable mask is in place.
Adjusted the internals button to ignore offline rigs.
commit 8ac3c5dedb16e64fc44ae598f2cfb718f7b15865
Author: Verkister <superverkelian@hotmail.com>
Date: Tue Mar 6 12:45:18 2018 +0200
Disables ejection on empty bellies while at it
Found it kinda bothersome during some tests where any mob getting killed, digested, or deleted would do a loud and nasty ejection for each forementioned action despite being empty.
commit 4efc1fb84e1057b31a9c8c37cefc7f74941d5e1c
Author: Verkister <superverkelian@hotmail.com>
Date: Tue Mar 6 12:36:59 2018 +0200
Update bellymodes_vr.dm
commit 2668e41def96e3d25ead01991b013f9b2c4ce7b2
Author: Verkister <superverkelian@hotmail.com>
Date: Mon Mar 5 18:31:09 2018 +0200
pref protection
commit ce8d48d907605f3c46eaf9d8b532b0d002516d0c
Author: Verkister <superverkelian@hotmail.com>
Date: Mon Mar 5 14:41:28 2018 +0200
whoops
* Added "Display Initialize() Log" admin debug command so you can see it mid-round.
* Ported the core of the overlays management subsystem from /tg
- Added SSoverlays subsystem for compiling overlay lists and applying them to atoms in a controlled anti-lag subsystem.
- Added vars and procs to atom which should eventually replace all direct interaction with BYOND's /atom/overlays var outside the subsystem.
- Added OVERLAY_QUEUED flag to var/atom/flags bitfield.
- Added small framework for subsystem performance tracking. So far used only by SSoverlays
- Added admin debug command "Display overlay Log" to see performance stats mid-round.
* Fix runtime on universal pipe adaptor update_icons
* Workaround for appearance_bro not initialized
Unfortuantely BYOND's initialization order is strange, and the appearance_bro var is only half initialized when map starts to load, causing errors. We temporarily fix by moving it to be a global-scoped global.
* Convert fire alarms to use add_overlay() A good first test.
* Convert turfs to use add_overlays(), eliminating the turf_overlay_holder!
- Converted as much as I could find about turf overlays to use add_overlay().
- This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack.
- This also lets us remove the anti-corruption hacks from walls and open space.
- ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue.
- Stuff like that
* Convert turf overlay interactions to use add_overlay.
Note: This is a plain and simple conversion of existing code to use SSoverlays. However I look at the line changed, and note that that line likely never fully worked as intended, as it has no way of re-applying itself.
I would make it use a priority overlay, but there is no code present for *removing* said overlay from neighbors when it is no longer required. That code should be implemented by original author.