* Added a new escape shuttle design for Cerestation. Holds over 80 people with several fully-stocked sub-departments for people to kill themselves with at the end of the round.
* Added a new white shuttle design for Cerestation. Meant mostly as a cargo vessel for transporting materials during the station's construction. Comes with a spawner that has a 75% chance to spawn ripley wreckage or 25% chance to spawn a fully-equipped ripley.
* Adds new escape shuttle.
* Changes shuttle docks slightly to allow for longer ship docking.
* Replaces step with pixel
* Fixes areas
* uses map merger on pubby (Forgot)
* BATTLECRUISER MODE
* dammit step_ why do you exist
* Increases cost of shuttle
* Removes pointless anomaly check
* Fixes door to space on omegastation
* PLASMA
* Makes turrets more robust.
* Adds some windows. FINISHED!
Simple decal system to replace turf stacking and icon state duplication.
Plus simple script to help with path updates that are bit more complicated that search&replace.
Fixes caution tiles turning into space.
Fixes flipped corner decals.
Fixes gas list property whitespace on replacing.
🆑 coiax
add: The Delta emergency shuttle now travels towards the south, rather
than the north. This changes nothing except which direction the stars
rushing past the windows are moving.
/🆑
Because people kept saying "WHY DOES IT MOVE NORTH IF THE ENGINES ARE ON
THE BACK".
The Delta shuttle template was not timid, causing the shuttle
manipulator to freak out and delete it immediately, making the backup
shuttle arrive at the station instead.
Another bug was that the backup shuttle's dwidth was 1 off, making it
arrive to the station with a wall missing.
* Deltastation Playtest map
* Fixed Final Draft Deltastation Testmerge Playtest
* Fixed Final Draft Deltastation Testmerge Playtest and removes empty file
* Final Draft Deltastation bugs, issues, oversights fix 2.0
* More fixes!
* May the fixes guide you on your journey, brave undead
* minor fixes for the night
* more bugfixes 3.0!!
* Adds DeltaStation's emergency shuttle to the shuttle file list
* updating still not finished!
* more updates
* Update shuttles.dm
* PubbyStation Update
- add space monastery + chaplain job
- add a white ship
- add pre-built turbine to toxins
- add side door to bar
- add more floor decoration (thanks Tacolizard!)
- add pick+bag to aux closet
- rearrange viro to be more efficient
- increase mineral yield of bomb-testing asteroid
- fix faulty wiring in brig
- other stuff I forgot
* Add even more detailing
* Whoops forgot to fix some names
* god damnit
* aaaaaaaaaaaaaaaaaa
* Move pubbystation-specific code into map folder.
I don't think this is such a good idea.
* More PubbyStation detailing
* Add two missing fire alarms
* Add library scanner to library
whoops
* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes
* When any object is hit by an explosion, we no longer always call ex_act() on all its contents indiscriminately.
The default contents_explosion() does nothing and it's overriden for certain objects only like storage items, machines with occupants, mechs.
I've also overriden handle_atom_del() for many objects so that any sudden deletion of an object referenced in an object var of its container properly nullifies such references, avoiding potential runtime and updating the container's icon_state (e.g. admin-delete a mixer's beaker and the mixer's sprite updates immediately).
I've tweaked bomb effect on worn clothes, having some armor but not 100% now still protects your clothes somewhat.
Fixes some arguments of ex_act in living/ex_act() and other mobs.
* derp and map fixes.
* dem map fixes, man.
* More work on code that use implants, simplified now that we can use the "implants" carbon var.
* some fixes
* more typos and fixes.
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.
This PR does three things:
It makes all children of /obj/ use the same damage system.
Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
The armor categories are:
-melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
-bullet
-laser
-energy (used by projectiles like ionrifle, taser, and also by EMPs)
-bio (unused for this, only here because clothes use them when worn)
-rad (same)
-bomb (self-explanatory)
-fire (for fire damage, not for heat damage though)
-acid
For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.
It refactors acid. See #20537.
Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.
It changes some aspect of damage from fires.
All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.
It also does many minor things:
Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
I tweaked a bit how clothes shredding from bombs work.
I made a machine or structure un/anchorable with the wrench, I don't remember which object...
Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
Probably a million things I forgot.
If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm