In theory I added logging to everything I saw
In practice there's probably a lot of duplicate logs so I either need to test this extensively or someone needs to tell me if I'm duplicating things
Fixes#17809 . In theory.
Makes some of Hades code more dense.
Makes mint use material containers.
Fixes#19037. There is no material datum for adamantine yet, it would be trivial to add it back if when it would become a true material.
Weather has been refactored from a weather control machine on the lavaland z-level into a subsystem. All existing weather has been changed to accommodate this change, and their code has been optimized by using addtimer() instead of sleep().
The new subsystem also supports adding weather to any z-level; for instance, if you made a weather called /datum/weather/rain_storm and made it target z-level 3 with a 100% probability, the rain storm would occur as much as possible with 5-10 minute intermissions. These intermissions take into account the weather's duration.
* Chapel is now loaded upon a pope spawning, as it's own Z-level
* ZLevel init for template loading separated into it's own function.
* Including missing sprites for the Hades Acolyte.
Added priority overlays to atoms, which will not be removed when overlays are cut and will always remain on top when new overlays are added. This requires everyone to use add_overlay() and cut_overlays() instead of overlays += and overlays.Cut(). These procs are found in __HELPERS/icons.dm, and the priority overlay list is found in game/atoms.dm. Everything else is replacing deprecated overlay manipulation.
Removes procs admin_set_species, update_base_icon_state, update_color.
Removes base_icon_state human var.
Fixes synth being invisible. The falling disguise effect is simplified by using special damage overlays.
Removes the SPECIES layer, it's now no longer used.
This is mostly a pre-setup for my greater-bag-of-holding stuff.
You can't use bluespace crystals/jaunters/hand teleporters to access bluespace-proofed areas. at the moment, this only applies to shuttles and centcomm.
Teleport beacons placed in bluespace proofed rooms can't be teleported to, except via teleporter station hub.
A little concerned because now 'hijack' antags cant use teleprods to fling everyone out of the shuttle while in transit. q_q could easily just make the shuttle non-bluespace proof though.
Note for mappers: This means you can create ruins that can't be teleported into using bspace crystals by setting the area "noteleport" to 1. This can be used to force players to travel through the ruin the way they're intended to. Or to prevent them from gaining access to areas they shouldnt normally be able to. (ie. the wishgranter ruin)
🆑 coiax
rscdel: Bluespace shelter capsules can no longer be used on shuttles.
rscadd: Bluespace shelters may have different capsules stored. View what
your capsule has inside by examining it.
/🆑