* Initial work on tool sounds
* Crowbars
* playtoolsound()
* aaaaaaaaaaaaaaaaaaaa
* HERE WE GO AGAIN
* Wrench
* Screwdriver.ogg REDUX, Cuffs
* drilling tools toolspeed is now a multiplier too
* Wirecutter
* Properly fixes the fabricator problem
- Moves research's tech level stuff to a list by reference. Reference being the ID. All this so you don't need to loop through EVERY.FREAKING.RESEARCH.OBJECT to find the one you want.
- Actually fixes the issue where syncing research and updating the internal components were using different math.
* switch those two out
* Fixes scanners properly this time
* Just some code cleanup
* Fixes HE pipes being fast
* Fixes a bug that, for once, was not my fault
* Bugs both my fault and otherwise
* Why didn't I just do this in the first place?
* Turns out I wasn't the one who did the last one
* Simplification
* This was just completely incorrect
* Just style, which should have been included in the last commit
* Use new proc
* Simplification. This is still fucked up by the way
* And fixes a bug with freezers. This behavior is still fucked up though
* Woah fuck I nearly missed this. Freezers no longer have the volume of an entire zone.
* This should really be based on partial pressure, but that's a problem for another day
* There was never a reason to remove the air since thermal energy change is scale-invariant, dummy
* I THINK this is as correct as it's going to get without a rewrite
* Reading this hurt me
* Forgot this one, long ago
* Fuck lifecode
* Various stuff
* Removing the air is still unnecessary
* Fixes these not updating the zones, but these should really adjust thermal energy rather than absolute temperature
* Fixes these to update and use pressure
* This one gets special mention for breaking any existing sleeping agent in the area
* Whoops. I really need to standardize this.
* For fuck's sake
* I was going to make it adjust the environment temperature directly but looking at the code hurt my skull
* Not really deserving of its own commit but R-UST is next
* Existence is pain
* Fixes compile errors and a trillion runtimes
The gas_mixture procs should probably never return null, but oh well
* You're solving for the wrong n
* Don't explode tanks
* Revert "[ci skip] Automatic changelog update."
This reverts commit c4eaaeb372.
* Revert "Fixes almost all the bugs that I should have fixed six months ago (#18323)"
This reverts commit e7c24c311c.
* Fixes scanners properly this time
* Just some code cleanup
* Fixes HE pipes being fast
* Fixes a bug that, for once, was not my fault
* Bugs both my fault and otherwise
* Why didn't I just do this in the first place?
* Turns out I wasn't the one who did the last one
* Simplification
* This was just completely incorrect
* Just style, which should have been included in the last commit
* Use new proc
* Simplification. This is still fucked up by the way
* And fixes a bug with freezers. This behavior is still fucked up though
* Woah fuck I nearly missed this. Freezers no longer have the volume of an entire zone.
* This should really be based on partial pressure, but that's a problem for another day
* There was never a reason to remove the air since thermal energy change is scale-invariant, dummy
* I THINK this is as correct as it's going to get without a rewrite
* Reading this hurt me
* Forgot this one, long ago
* Fuck lifecode
* Various stuff
* Removing the air is still unnecessary
* Fixes these not updating the zones, but these should really adjust thermal energy rather than absolute temperature
* Fixes these to update and use pressure
* This one gets special mention for breaking any existing sleeping agent in the area
* Whoops. I really need to standardize this.
* For fuck's sake
* I was going to make it adjust the environment temperature directly but looking at the code hurt my skull
* Not really deserving of its own commit but R-UST is next
* Existence is pain
* Fixes compile errors and a trillion runtimes
The gas_mixture procs should probably never return null, but oh well
* You're solving for the wrong n
meteor_hit() is a textbook example of snowflake. What you have here is a
proc linked to a single entity (the small meteor) which shouldn't even
have it (ever since I reworked meteors, small meteors explode) that is
present in FIFTY. FUCKING. FILES.
Since an explosion more than clearly does the damage we want done on
meteor impact, it is more than logical to remove it and lighten our code
of obsolete and obscuranting procs
For the handful of times where it isn't possible to straight up remove
it (immovable rod, dust, small meteor), the code was quickly patched by
making it fire ex_act(2), given that small meteors perform
explosion(src.loc, -1, 1, 3, 4, 0)
Doing it quick and dirty because otherwise it's going to cause conflicts
everywhere
Removed update_values(). RIP, shine on you CPU diamond.
Removed get_moles_by_id and get_archived_moles_by_id, all moles are now accessed directly to reduce call cost.
Added set_temperature and set_volume procs which recalc pressure when temperature or pressure change.
Heat_capacity is now a var updated when gases update.
Modified adjust_gas to use set_gas, modified set_gas to alter heat_capacity, total_moles, and pressure as needed.
- The most common attackbys now use a common proc and a flag system
- The following flags now exist : EMAGGABLE, SCREWTOGGLE, CROWDESTROY, WRENCHMOVE, FIXED2WORK
- Machines have had flags appropriately added with inherited procs to replace copied code
- Pod frames are now built out of frame parts, not machine frames
- Added a Spacepod fabricator, capable of making frame parts, cells, pod cores, and pod armor ( to be added in greater variety )
- Pod frames are now completed with fabricated plates ( to allow for multiple types ) made in the fabricator
- Added Spacepod Hangar R&D console
- Improved options for R&D server
*Minor map changes: Added cable coil and glass to spacepod hangar. Replaced plasteel with just plasma. Added in fabricator and R&D console.
*Future plans: Make the spacepod construction properly reversible, add in more plating types from research, make emagging the fabricator create syndicate armor
- Less shit that glows the wrong color or glows when it shouldn't
- More shit that glows when it should
- Any machine that brightens up when stuff goes in (cloner, cryo, DNA
modifier) now only fucking glows when stuff is in
- It still glows in full day light, but whatever