cl ninjanomnom
fix: Shuttles have proper baseturfs now.
fix: Mineral walls properly use their baseturfs when destroyed/drilled.
add: A new engineering goggle mode allows you to see the shuttle area you're standing in.
admin: Buildmode works a bit better with baseturfs now and can properly only remove the top layer of turfs when editing. Note that as a result the order you place turfs is important and a wall placed on space means when the wall is removed there will be space underneath.
/cl
This adds an area hook for turfs getting the PlaceOnTop proc called so shuttle areas are able to intercept it and add a special turf used for determining where the bottom of the shuttle is. I'm not too certain on this being the best way to handle it but the alternatives restrict the kind of turfs that are allowed to be on shuttles which I didn't want to do as it was part of the whole intent of the baseturf change to allow any turf type on shuttles.
The alternative to the area hook would require a tool which attaches turfs to a shuttle which is why there's a shuttle area viewing tool in this pr. I considered doing it this way first but decided it was too clunky.
In addition to other changes:
Tiled/Reinforced floors have proper baseturfs now.
A large amount of the remaining ChangeTurf calls were swapped over to various baseturf helpers so, for example, mining doesn't create a lavaland turf if somehow the mineral wall is on plating.
Escape pods, the aux base, and syndicate drop pod have been converted over to shuttle templates as well.
The error when the timid var is set incorrectly has been changed to a stack_trace.
The change turf file has been made all lowercase as per standard.
* Buffs Lifebringers (And kind of botany.)
* Retools staff to use earthsblood as fuel, can now remove rock walls
* No more blessings!
* Dismantle the means of production.
* small changes
* Adds a use_tool helper and changes some tools to use it
* Ports most tool operations to use_tool
* Converts more tool operations to use_tool and tool_act
* Changes some things to default_unfasten_wrench
* Improves tool_behavior support in mech construction
* Code review memes
* Fixes all instant use_tool calls failing
* Code improvements
* merge fixes
* - Changes explosions to save a reference to the epicenter atom
- Changes syndicate bomb cores to have themselves as the epicenter, removing a redundant get_turf call
- Changes explosive plastitanium walls to only be triggered by bomb core explosions. This is a tad cumbersome but there's only 12 of these walls in the game.
* - Removes debug code
* - Can't hurt
* big batch of loc assignments
* Update emergency.dm
* Update spiders.dm
* Update parrot.dm
* Update ripley.dm
* Update firealarm.dm
* seems to work
* this maybe works?
* brainmemes, again
* stuff
* fix brainmob, camera runtimes
* Adds the Eminence
* New abilities and a command system
* More stuff
* I did something in this commit but I dunno what
* Beginning work on trap setups
* This is good for now until arm gets his sprites
* I did something here!
* Manacle sprites
* R.I.P. R&D
* Maintainer review
* QoL, slabbin' it up
* Conflicts
* Conflicts
* <
* Now it compiles!
* TGUI
* TGUI, again
* 🥝
* that should be all, but I'll do some quick testing...
* aha!
* Refactors the RCD code a tad to remove a variable from all RCD's and instead get the reinf_walls.dm checks to be a compiled check with a istype.
* Reverts back to variables for the reinforced walls check. Still reduced the amount of nessecary lines for it though
* radiation rework and subsystem
* moves a few things to initialize and adds radiation insulation
* adds a radiation contamination mechanic and makes requested changes
I'm terrified by the possibilities from this
* radiated objects give off light
and hopefuly contamination is balanced
* fixes runtimes and an mc crash kek
removed the lighting part of contaminated objects
attempted some more balancing
* Collectors output power in process() gradualy
And some more balancing tweaks
* Excludes a bunch of things from becoming radioactive
* Ready for testmerge balancing
* Inverse square law was swapped
* testmerge balancing
fixes the geiger counter
buffs collector power gen
nerfs sm radiation
slightly buffs rad insulation
nerfs rad damage (and its burn)
raised the minimum radiation
* disabling the radiation subsystem won't build up rad wave datums forever
* rewrites how mobs handle radiation
upgrades geiger counter functionality
and more balance tweaks
* cleans up stuff and removes debug message
* Slight contamination buff
* Major rad wave performance boost
Also improves rad insulation
Buffs contamination, again
* Fixes insulation runtime
More balance and performance tweaks
* fixes rad collectors not receiving power
* The final balance commit
Fixes a major bug causing radiation to underperform
More geiger counter changes that will be changed more to add sounds
* Monkey business
* Geiger counter sounds
* cleanup and move components to their own initialize
* Some code cleanup
And forgotten changes
* Cleans up some trailing returns
* Mapping changes
* Wjohn's new plastitanium walls
* Adds plastitanium windows and...
Makes the infiltrator multi-area to test for bugs
Fixes some smoothing issues
Moves all infiltrator shuttles to centcom and removes them from station maps.
* Tweaks rwall construction examine-messages.
* Tweaks window construction examine-messages.
* Added airlock construction examine messages.
* Typo fix.
* Shortened the airlock electronics circuit message.
* Fixed examine text styles.
* Fixes.
* Fixed wall-examine showing on rwalls.
* Made wall and rwall decon hints into a proc. Probably overrode the examine() wrong.
* I missed a > in span. Reinforced falsewall now deconstructs with wirecutters and looks like a real rwall. Changed to a more classy istype-check.
* New reinforced fakewall examine- and attackby-subtypes to get rid of if-istype-reinforced-checks.
* Removed unnecessary rwall-examine.
* Sound full path.
* Starting on the rework
* Reworks the Ark
* Work on Reebe
* More Ark stuff
* this too
* Removes ark silliness, remaps Reebe a tad
* Spawning mechanics
* Work on gamemode code
* Finishes up ark stuff
* Removes Judgement, and lots of other changes
* New Ark activation sounds, Ratvar text
* Spawn protection!
* Adds the abscondence bijou
* Bijou stuff
* well, this is it
* somewhat absentminded coder
* Remaps the Reebe z
* replica fabricators now work!
* Guide paper!
* Now they're clockwork floors
* Infirmary, tweaks, numbers
* A new thing!
* this is ok for now
* I was gonna whine but it's actually necessary
* Adds damage scaling to ocular wardens
* I missed a thing
* you can go back too
* New clockwork armor sprites
* Weapons, scripture, oh my!
* no! shoo!
* hey, I forgot about you!
* this looks much better, I'll give you that
* no teleporting into the void!
* we have no need of you anymore
* Conflicteroos
* AUTOMATIC SPINNING CHAIRS
* how many times do we have to teach you this LESSON OLD MAN
* flagged!
* last time, meesa promise
* Conflicts 1
* wood filling
* Kindle is a projectile, and other stuff
* Chameleon jumpsuit, some small changes
* 150 hours of testing
* Curious is the trapmaker's art
* Conflicts 1
* naaah
* Fixes an ark sound
* Removes the prolonging prism
* Adds a delay to warping in
* First steps towards changing the power system
* Removes power from sigils, moves to global
* Conflicts 1
* zoom zoom
* Adds the stargazer, re-adds conversion
* conflicts? more like CLOCK-flicts
* get it? clockflicts?
* Daemon tuning
* Scraps components, 1/?
* A grace period, among other things
* You can't get to reebe from space no stop bad
* Adds some cogscarab shells to Reebe - yes, I get the sounds
* FUCK
* Chairs are very important.
* Clock golems, sound improvement, intercoms
* Sounds, floor fixes, conflicts
* Fixes the conflicts
* Prevents intercom use during non-clock rounds
* Wiki, HUD timer, tweaks, golems
* Components, removes unused structures, rep. fab power
* go-time
* Ending the round is not a good idea
* whoops, forgot about you
* ssh is ok
* this works too
* The future of archaeology
* pirate pad transfer is godawful
* pp transfer, part deus
* Revert "pp transfer, part deus"
This reverts commit f6e48f71f59f834f0b9e02a2ab2bb1bc1bda1b6a.
* hmmm!
* Edits How This Works
* Dig Check
* you can no longer chaindig + MrPerson req
* All MrPersons
* I need to squash soon [tm]
* replaces define
* fixes #literally everything
* forgot why i set it to highlander
* Review
* Removes How2 and Fixes Travis
How2 was outdated so idgaf
* Review 2, Cyberboss Boogaloo
had to move SSblackbox now that W is a more localized var.
* archdrop list is null now
* It won't let me edit that space sorry
* GOTCHA
* yes i used the web editor, no i am not sorry
* cyber
* ..()
In light of the change of Bump to Collide, this should also be done
as it will make it less confusing for devs in the future
I also ended up changing a bunch of the code in the CollidedWith procs,
things that were assuming types, doing bad loc changes and so forth
Adds flags to atoms to allow them to reflect projectiles based on that projectile's reflection chance!
(can be overridden later for angle-based chances but this is good for now, ja?)
Gives titanium walls an 80% chance to reflect beams and 30% chance to reflect everything else!
Mostly-realistic reflection angles
If the math isn't fucked (I tested and the glitches seem to be from pixel projectile movement, not the math itself), this means we can have pixel projectile reflectors soon 😂😂😂😂😂🆑
rscadd: Nanotrasen's new titanium wall blueprints are smooth enough that it can reflect projectiles!
/🆑https://puu.sh/vYzMA/4f00c2a4a1.gif
o ya if this goes through i'll add pixel projectile support for reflectors when i have time so we can finally dump legacy b00lits.
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.
The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.
🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑