* Part 1
* WIP
* The rest of these
* More stuff
* Whoops, did that wrong
* typo
* gweeen
* This all works
* SHOWER
* Rads
* awa
* rad
* Update life.dm
* edits
* Makes lvl 3 rads give you a warning.
You should already know by this point, but this makes it EXTRA clear you're getting fucked
* Update vorestation.dme
* aaa
* propagate
* gwah
* more fixes
* AAA
* Update radiation.dm
* Update radiation.dm
* mobs rads
* rads
* fix this
* Update _reagents.dm
* these
* Get rid of these
* rad
* Update config.txt
* fixed
* Update radiation_effects.dm
* this compiles
* more edits
* Upports OP21's immovable rod
Makes it NOT shit.
* actually enable this lol
* CLANG
* we all fall down
* break it
* stairs
* bye async
* makes doorcrushes less lethal
* more unluck!
* dice and stumble vore
* major version
* Update clang.dm
* More tweaks. BS Cracker
Makes bluespace cracker better code quality too
* Cut down on lists here
* Adds the traits
* glass shapnel
* Update unlucky.dm
* Modular Shock
* Charger and thrown
* Defib nat 1
* Gravity Falls
* gibby
* no longer gib, just hurt a LOT
* Better Washer
* Update washing_machine.dm
* Even less jank
* Moves some stuff around
* linters
* Update unlucky.dm
* Table stubbing
* fixes mirror break, evil only
* PIPEBOMB
* Update negative.dm
* Update mail.dm
* glasses fly off your face if you fall
* Update unlucky.dm
* evil beaker and spooky events in the dark
* Evil beaker spilling
* Unlucky people have custom maint loot
* Get sick while searching
* Update _lootable.dm
* whoop
* Update _lootable.dm
* washer will always wash
* Lowered to 5
* ash
* Update areas.dm
* get knocked
* picking up items
* Dice
* Update unlucky.dm
* Update code/game/objects/items/devices/defib.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/modules/economy/vending.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/game/area/areas.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/datums/components/traits/unlucky.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/datums/components/traits/unlucky.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/datums/components/traits/unlucky.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Update code/datums/components/traits/unlucky.dm
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* Nicer damage
* these
* this
* mini DCS update
* Excludes
* Proper inherit
* Update unlucky.dm
* Update code/datums/components/traits/unlucky.dm
* These
* thes too
* user
* no hardrefs
* only these 2
---------
Co-authored-by: Guti <32563288+TheCaramelion@users.noreply.github.com>
* first adjustements
* few more
* construct
* next
* next set
* next
* next
* next
* next
* next
* .
* last non modular set
* make it compile
* .
* .
* change that
* synx
* teamush
* override fix
* TEAMUSH
* adds organ sell element
* adds pick color
* get rid of these chompcomments
* removes chomp comments
* Update gaslamp_vr.dm
* zipgun
* zip and synx
* fixes synx
* Update topic.dm
* move the trash verbs
* .
* .
* .
* port
* Update rakshasa_trap.dm
* Update slug.dm
---------
Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
* insanity
- Crawling
- Recursive Listeners
- Global Conversion to GLOB.
- Sound channels (and sound (but not looping sound yet))
- Species and gender specific sounds
- Admin proc to enable vore antag on a target
- Dying by being crushed inside of shoes now enables your vore_death flag
- *pain emote
- RNG Spaceslipping removed
- Selecting the groin with help intent will do a bellyrub on the target
- Xenochimera get lick wounds
- Wolves now get stomachs (and stomach overlays)
- Proper vantag handling
- Staff exiting will now notify staff
- Modular computers get a power on sound now
GET IN THERE
* whoops forgot to give it to mobs
* Bellyrubbing is now an emote
* Update vorestation.dme
* some small edits
actually gives voice freq a valid starting selection
makes the default voice less jarring
* Update atoms_movable.dm
* Update atoms_movable.dm
* Adds Trait Genetics from Outpost21
Adds trait genetics from Outpost 21
- Tried to update each file it touched to be equivalent to their Chomp specific variants in order to maintain functionality and make sure no oddities would happen due to code differences. (Some things like the eardeaf loop were left there but commented out)
* Morph trait
* Fixes a server crashing bug with flip
aa
* flip
* Makes morph superpower better
- Makes it use the appearance_changer instead of 1000 different procs
- Makes cocoon weaver able to change eye and skin color.
I did NOT select you. BAD
* begone
* fix dna modifier
* Fixes massive memory leak
* Brain Runtime Fix
* There was no reason for this to be a spawn(0)
And no I didn't spawn with no blood - https://i.imgur.com/vPizqCD.png
* revert
revert the dna changes there
* Deconf
* gets rid of unused proc vars that did nothing
* expects enough free slots
* glob
* fixed and added two other tests
* another few tests
* this is a list
* fixed bad injector
* lets wrap these for sanity
* better feedback
* wrong name
* don't allow multiple occupants into the dna pod
* future traits will have activation levels instead of binary on/off
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
Added butterfly nets. These nets can be wafted across a tile, much like a fishing net, to catch butterflies (and people of scale 50% and below)! Using them on themselves either drops the contents, or if the inactive hand is empty, pulls out the contents into the free hand.
They can be crafted from cloth, found in the botanists locker, or rarely found in maintenance.
Added a new redgate islands map. This consists of two Z-levels: An ocean with a few islands to visit, many with vore mobs on them. An underwater Z-level with lots of things to find hidden around the ocean floor, a little more sparse on vore mobs.
Added a new underwater turf. Standing on this turf feeds you CO2 instead of air, suffocating you. It is a subset of water turfs, and therefore interacts with aquatic, which also allows you to breathe on these turfs. This does mean that you can use the "dive" ability of aquatic under the water too, but it can be treated as though you are swimming up above the sea floor.
Added a "diving" subset of the ocean turf, which allows you to dive down to the turf beneath it, or to swim up from below. Uses normal move up/down verbs.
Added a bunch of underwater flora.
Added a collapsed ships mast prop.
Added a new variation of Fake_Sun that applies a new underwater weather effect and has only one option for the colour and brightness.
Added a new "vorny" variation of the great white carp. This one is very hard to escape from and digests quickly, but is stunned if you manage to do so to give you a chance to flee.
Added a new water resistant and friendly hiveless hivebot called Harry.
Added a couple of creative commons 0 sound effects for the ocean and underwater areas.
This changes the sound that plays when a player connects for the first time or has a byond account made within the last two days. The new sound is a more subtle and pleasant ping, far less annoying and intrusive.
Adds Regenerating + Hatch thrown alerts, similar to stunned/weakened/buckled, and clicking will show the remaining time to revive, or allow you to hatch.
Defibrillators will now apply halloss to Xenochimera and set them feral on revive.
Defibrillators will now apply halloss (pain) to everyone on revive.
Medscanners will now display if a Xenochimera is regenerating or needs more protein, and if a 'chimera is dead, will warn that they require sedation.
Reconstitution cooldown reduced from 1 hour to 10 minutes.
Regeneration will no longer handle ferality in the middle of it, preventing edge-case *twitches while clearly regenerating.
Regeneration will now have an audible + visible cue that plays on a 2% chance.
Xenochimera have gained the Lick Wounds Verb.
Lick Wounds has been modified to allow treating self-injuries, and injuries of the mob next to you. Given how limited the use is and how often bandages + chems are just flat-out better, this shouldn't be a huge balance issue, IMO.
So, I am not sure how much this will help or hurt.
We have noticed that, there is a lot of lag that happens under heavy radio use, and Ascian noted that the playsound proc was seriously overloaded during those times.
Notably, presently every radio in the game uses playsound to play the radio sound any time anything sends a radio message, even if the radio in question doesn't have the channel the message was sent to.
And if you are unaware, playsound figures out who's in range of every source of sound and their distance from its source to adjust the sounds so that it sounds like it's coming from the right place in the world.
Problem is, if the server's decently busy, that's possibly a hundred things doing that work every time any message comes over a radio.
I thought it would be better if, since the radio systems are ALREADY doing the work of figuring out who can see the radio message, that playsound doesn't actually need to do that work again for tons of different sources.
ADDITIONALLY, the thing to determine if the sound should be played based on preferences is also a part of playsound, meaning that it STILL RUNS PLAYSOUND EVEN IF THE PREFERENCE IS OFF
So! I used byond's direct sound thing which, I THINK just makes your client play the sound and ought to use next to no extra server resources for it.
The only downside is that we lose pitch shifting on the radio sounds, and we lose the sense of 'audio presence' for the sounds in the world.
In short, this means that the radio sound will just, always sound the same no matter where it is in relation to your character. If you receive a radio message, the sound will play on your client.
The sound should also only ever play once for you per message, rather than stacking like it does when lots of people/radios are in the same place.
ASSUMING THIS WORKS HOW I THINK IT DOES, this should reduce a lot of computer work for playsound on busy shifts. (And ideally, increase performance)
This change does also use and respect the same preference that already exists for radio sounds, so there will be no change in how that works.
This adds the entire framework needed for the clowns to work.
Clowns work with three variants:
Normal, friendly, every tuesday clowns.
Big, hostile, space clowns.
And AdminBus Clowns.
The Honk Elemental is here and it spawns eggs that act like lost drone pods. If you're a ghost getting sucked in, you'll be able to choose from any of the normal clowns. This is for a special event that'll happen off station.
There are some unused sprites for clown mobs I haven't gotten coded up. These are all in the "TG clowns" dmi. They will be finished at a later date when I can get them to do their special tricks.
TODO: Edit gutter map, make extra clowns, make clown map.
Shuttle tiles, default floors are still "regular".
Lava, sand, water, grass, beach, mining turfs all have sounds playing now for each footstep. <3
Massive credit to @Arokha for helping me figure out the floor system and sitting through getting it put together. <3 <3 <3
- Ports the overmap, ships, sectors, and "landable" ships from baystation.
- Ports necessary computers to control ships and overmap shuttles.
- Shims missing machine and computer functionality pending future enhancements.
- Includes required new sprites and sounds.
Largely ported from the work done at Baystation in https://github.com/Baystation12/Baystation12/pull/17460 and later commits.
- Shuttles no longer require a separate area for each location they jump to.
Instead destinations are indicated by landmark objects, which are not necessarily exclusive to that shuttle.
This means that more than one shuttle could use the same docking port (not at the same time of course).
- Enhanced shuttle control computers to use nanoui if they didn't.
- Organizes shuttle datum code a bit better so there is less re-inventing the wheel in subtypes.
- Allows the possibility of shuttles (or destinations) that start on late-loaded maps.
- Deprecate the "extra" shuttle areas that are no longer needed and update shuttle areas in unit tests
This all required a bit of infrastructure improvements.
- ChangeArea proc, for changing the area of a turf.
- Fixed lighting overlays actually being able to be destroyed.
- Added a few utility macros and procs.
- Added "turf translation" procs which are like move_contents_to but more flexible.