New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Update, JUL2017 #2347
Merged
Merged
Update, JUL2017 #2347
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Adopts the /tg/ style of ghost follow links. This is to make clicking them a less of a PITA when you're a ghost. All links tested as functional and properly formatted.
changes: - NanoUIs and objects are now cleaned out of open_uis when their UIs are closed instead of leaving their entries in the list forever. - Cleaned up a bunch of open_uis code. - Common NanoUI files (css, js) are now loaded into the rsc instead of loaded at runtime. NanoUI no longer sends coder resources that the client doesn't actually need.
Fixes: #2380, #2475, #2496, #2500, #2504, #2506, #2514, #2518, #2519. Adds new flooring decals for the Medical Bay. These are of the same style that those that already existed, but fit to the layout and naming of the new map's Medical Bay. There are new signs for the EMT, General Treatment Room, ICU, Ward and Cloning.(Images below) Slightly modifies the layout of the Medbay, and the CE's office. (Images below)
changes: Added some entries to the example config that were implemented but not listed. Updated level defaults to actually correct values. Added blurb about changing MC_TICKLIMIT_INIT on testing servers. Removed broken config option ALLOW_AI. Removed unused statclick var from configuration datum. Added config support for setting sealed levels.
changes: Blood overlays are now cached and do not involve world iteration. Moved every global icon cache I could find into a new SS for organization & easier debugging. SS does not fire or init.
Implements a configurable sun for a sunlight effect using the lighting engine. Abuses Z-lights to illuminate Zs in a semi-realistic way. Kinda slow at setting state, but state changes shouldn't lag & are rare. Also adds the ability to create lights that ignore visibility when calculating range, causing them to shine through objects/walls.
This makes the borg hypospray take 3 seconds to inject someone. Associated thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=8197
-baselines and industrials ipcs will now have the neuter gender, shells can still be female or male, also they won't spawn with internal boxes anymore -this may fix #1549
I'm sure this won't break anything at all.
Buffed the toxin damage of plant b gone, not back to old levels, but enough to be far more useful and noticiable.
Automatic Announcement of CCIA General Notices Should come to about 12,5% with the current weight
Adds some nonsensical defines from /tg/ that may prove useful for debugging. Thanks BYOND.
Adds 26 new recipes (18 Microwave, 5 Oven, 3 Fryer) to the kitchen, including curries, dank (and sliceable) brownies, and bear meat recipes! Adds 2 new reagents: Space Spice, a condiment found in the kitchen flour closet and used in many of the new recipes, and Brownie Mix, a dry mix of flour, sugar and cocoa that serves as the base for brownie recipes and doesn't conflict with other baked recipes. Adds sprites for new foods, as well as new trash sprites for dumplings and brownies.
changes: Minor performance tweaks & light fixes to wall shield generators. Added more subsystem targets to the subsystem panic verb. Speculative fix for #2532. Fix non-human voidsuit helmets not having a light overlay on the on-mob sprite.
…d effects (#2568) Makes species with NO_BLOOD (skeletons, shadows, golems, etc) immune to most knock down/stuns/etc chems, no more injecting skeletons with chloral hydrate.
Adds a SOFTREF macro because it's an actual PITA to write out. Refactors all applicable usecases of it to use it. I've left out some NanoUI stuff because you know my preference at being explicit when needed.
…ence on hardsuits (#2577) -gives a sprite to the leg actuators, mounted kinect gun and mounted termal drill -adds regular actuators to the mecha fabricator, with enough tech and materials -gives the ert leader the military version of the actuators, while the rest gets regular ones -tweaks some modules around the hardsuits
Attacking people with the violin will not break said instrument. Also, shooting bottles will now break them as well
changes: Fixed a bug where dig overlays could sometimes be drawn under icon smoothing overlays. Fixed a bug where sometimes mine turfs' icons would disappear. Converted a manual GetBelow() statement into a call to GetBelow(). Disabled xenoarch turf overlays as the sprites are missing anyways.
-species have the right remains_type now, ipcs will leave behind robot remains, humans will leave behind humans remains, dionae will just leave behind ashes and most xenos will leave behind xeno remains -soulstones can now leave behind different types of remains depending on their victim species -wraiths and harversts will not float over open turfs and can freely move around z-levels
Adds sounds for turning on flashlights, flares, flipping coins, shuffling deck of cards, using lighters and zippos, drills, sonic jackhammers, bikes and some weapon related sounds.
Adds more hair and facial hair options, all from bay station. Fixes #2979
Change the station's name to fit better the starff's decision.
Fixes #3034 Harmful fun guys
Unanchored catwalks can raise and lower objects on them. Mechs can be hoisted using catwalks. forgive me for i have sinned
Adds wielded sprites for the assault rifle, bullup carbine and the AM rifle. Empty sprites for some pistols and also fixes the decloner dealing no damage at all.
Adds an unique type of meat to the cavern dweller, with hyperzine, giving people a reason to hunt them down like carp. Also, replaces the old sculping block sprite with one that shares the same color of our mineral walls.
changes: Atom types can now define custom adjacency code for the smoothing system. Walls now draw using the generic icon smoothing system. Walls now pre-bake colors into their icons instead of doing it client-side with the color var. Walls can now use the SSoverlay appearance cache; wall icon updates should be faster. The "rusty" wall type now actually works. Smoothing now uses mutable_appearance instead of image in some places. Should be a bit easier on clients, though I haven't done profiling. This PR breaks 510 compatibility.
Ports Baystation12/Baystation12#12658 Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant. Also, uranium meteors will irradiate nearby people when they explode.
Reposting from PR #2880 because of branches conflict Finally did find a way to add blueprints to construction cyborg. Engineering cyborg modules are now more related to construct things inside of an area, while construction cyborg is now have all tools which might be needed to create new areas (+APC's, air alarms and such). A bucket and a matter decomplier to a janiborg. Maint.drones did receive their wires limit being lowered from 30 to 15, wood and plastic dispensers capacity is multiplied by 2, and a standart engi module pack is now contains 45 wire length instead of 30
Grabs break if the mobs aren't on the same Z level. You also take someone you're grabbing up ladders with you.
Turns the mining flags into light emitting beacons. This is for added ambiance and to make them more useful in the not-at-all lit asteroid of Nümap. They can now be used as waypoint markers! Preview: https://kama.skullnet.me/index.php/s/E9ko2agfntCCamA
changes: Storage object overlays are no longer force-compiled during mapload, since people can't look at them at that point anyways. Storage screen objects now involve (hopefully) no appearance-churn and use types better. Added profanity to storage code.
Fixes a few very minor bugs. Fixes the damned airlock in Xenoarcheology. Adds maintenance access to the Research Director, which was the only remaining head without access.
Lohikar
approved these changes
Jul 15, 2017
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
What could go wrong?
Renames map file. Renames .dmb and .dme.
changes: Storage objects can now defer shrinkwrapping of contents until the next stackframe if things are being put in them without using fill() (such as autodrobes & BSTs) SSair init properly yells at the admins when it's done.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Memes are becoming dreams.