* 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.
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.
-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?
Or how Woodrat spent too long on something that was supposed to be simple.
- Addition of a Explorer Radio Channel and headsets.
- Explorers and Search and Rescue job slots added
- Adjustments to the pilot job including getting rid of the flatcap
- Map fixes, adjustments, (including signs pointing to cryo) planetside side map additions splitting up of the wilderness into two area sections
- Disabled lighting on the arrivals shuttle area once it is docked with the station, should help with the whole issue of lighting bugging out and having dark space
- Fixed EMS jacket missing icons
- Fixed Research signs being missing for some reason, addition of directional signs for cryo
- Addition of a Search and Rescue Winter coat
- Probably a dozen other small bug fixes I forgot, and bug additions
Tested, seems fine. At least in short tests.
* Adds tactical cameras!
* Adds MCP crate
* Destroy the tac-cams!
* Updates description
* Removes MCP box from Armory
* we can't actually get MCPs any more
Melee weapons can now potentially attack from farther away.
Obstacles are taken into account, so you cannot hit people through windows, but you can attack over specific things such as tables, or other people.
Currently only the spear can do this, with a range of two tiles, however the attack speed for the spear was reduced, so it may remain a situational weapon.
The intention for this is to make specific weapons feel different to each other besides 'does more damage', and I got ideas on other kinds of weapon adjustments later to make them feel a bit more unique.
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
Ports and tweaks the Explorer gear from /tg/. Recolored to remove the mining purple, instead its now a nice blue because winter, I suppose.
Adds a new survival knife that is bootknife ready.
Replaces xenoarch GPS with budget /tg/ GPS that is more useful, as it can track other GPSes.