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0.1.9 Staging (2/14/14) [DO NOT MERGE] #4397
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added antag options menu. added ability to choose where a syndicate uplink is installed.
Made after DNA2 hit /vg/'s main server after no one tested anything. * Gene activation/deactivation made modular, refactors domutcheck. * Standardized genetics disks and injectors a bit in response to buffer corruption issues. (Untested) * Lots of major bug fixes. * Skin tones fixed. Still needs further testing. All I did was mess around with monkeys.
* Add dynamic loading of poster designs (untick group in DM to remove, no more toggles) * Fixes wirecutters duping posters * Fixes dropped posters not being placeable.
* NanoUI now finds and sends it's assets to the client (css, images, javascript and templates). Part of my effort to make creating NanoUIs as simple as possible. This removes the need to add new NanoUI assets (such as templates) to the client send_resources proc.
* Made NanoUI caching code neater, added check for directories (which are ignored). * Moved SET to between MIN and MAX on SMES UI.
* Created new APC UI * Tweaked Chem Master UI width.
NanoUI assets are now sent to the client automatically.
* Added Canister, Tank & Tank Transfer Value NanoUIs.
Mixing paint
BS12 posters
Canister, Tank & Tank Transfer Value NanoUIs.
Bugfixes.
Bullet inscriptions
Thread with details and map here: http://baystation12.net/forums/viewtopic.php?f=5&t=9569
Ghosts can see PDA messages. (Redo: PR #4065 lost in merge)
Engineering remap
Gonna miss my XBOX-LARGE pda screen.
Fixes #3676 Before: Toggling would get stuck where it wouldn't toggle the camera until you reset your view. After: Camera light toggles, you have to toggle off before turning on a new camera light though.
Bugfix: AI Camera light toggle
NanoUI PDA - Decreasing initial size of the screen.
Fixed halloss not slowing you down.
Fixes #3986 - Foam reagent inheritance fixed: The trans_to() proc in Chemistry-Holder.dm was calling handle_reactions() every time it would add and remove reagents with add_reagent() and remove_reagent(). I've added a safety flag to both of these procs (and copy_to()) so that trans_to will not call handle_reactions() until it has added all the reagents to the target container. This allows foam to reliably take on the properties of other leftover reagents. - Fixed a bug in effect_system.dm that wasn't applying reagents from foam to the environment. - Tweaked smoke to apply reagent effects after it has stopped moving This was causing huge reagent spam at the center of the smoke cloud as it was spawning, since they were being applied every time the cloud of smoke moved. Also changed it to apply the effects 2-3 times at longer intervals (2 seconds). - Smoke also only effects tiles in a 3x3 grid now, rather than 5x5. - Summary: Chem smoke does slightly less damage (if it contains damaging reagents) Chem smoke proc calls reduced by 60-70% (significant lag reduction) Foam works properly again Foam proc calls reduced by 70-80%
- Fixed DP vent pumps not changing direction - Made airlock_sensor more versatile (and backwards compatible with old airlock code) - Added airlock_sensor and access_button airlock subtypes for easier mapping
- /datum/computer/file/embedded_program moved from embedded_controller_base.dm to code/game/machinery/embedded_controller/airlock_program.dm - embedded_controller_base.dm cleaned up and identical parts of the controller subtypes were moved here - embedded_controller subtypes moved to code/game/machinery/embedded_controller/airlock_controllers.dm - Added nanoUI templates for airlock controllers - Added a couple of classes to nano/css/shared.css for colouring buttons - Minor map update to maintain airlock compatibility and fix a broken airlock near virology
- Should now merge
- Fixed a couple of lines of code in power.dmi so that cables correctly update their color - Fixed the contrast of the cable icons
Airlock controller rewrite
Chem grenade fixes
Missed this in my last commit: - Added a result amount for chemsmoke so it calculates the created_volume correctly
Chem grenade fix
PDA bombs are now more balanced and random.
NullSnapshot
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Feb 15, 2014
0.1.9 Staging (2/14/14) [And I'll form the head!]
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Will be updated with new things when I get home.