I'm doing a lot of work on the pAI stuff right now and mad props to
whoever set the loudness booster up, but this typo is killing me every
time I see it.
* Adds Champagne, Bug Spray, and Wizz Fizz
Three new drinks. How did we not have champagne already?
* REEEE COMMA
REEEEE
* Fixing stupid mistake and beginning BUG fixing
Observe good pun
* Less direct referencing of vars and defines
Also screaming
* Adds applejack, fixes small errors in coloration
Horsepuns HONK
* Adds sprites, includes sprites for bottles of champagne/applejack
Does what it says on the tin.
* Adds sprites.
* Fixes champagne and applejack being nice drinks.
* Adds bottles for the new pure drinks
Does not add them to the boozeomatic yet.
* Switches to Nemvar/Kryson sprites
These are better. Also it means wizz fizz is animated.
* nerfs bugspray
* Nerfs Wizzfizz and Bugspray, adds Jack Rose
see title
* Changes how wiz is checked, removes vestigal code, FUCK
* Changes screaming to on_mob_add like ATATH suggested earlier and cleans up healing code
*scream
* Adds applejack and Champagne to Booze-o-mat
* [SDQL2] Adds selector arrays
* SDQL2 documentation spec updated slightly
* SDQL2 selector array docs + tweaks
If a single list is the only result of a MAP statement,
meaning objs.len == 1, AND it's a list, it will unwrap
the result from its containing list and return it directly.
The selector array logic keeps track of the state of the query
when it starts the first Search. It won't change the state back
to Execute until the top-level is reached, which sets a var
to keep track.
* SDQL2 MAP change from objs.len to length(objs)
* [SDQL2] Reverts MAP list unwrap
* [SDQL] Move (expr) from expr, unary_expr to var
This should result in the same functionality but instead of expressions and unary_expressions processing sub expressions, variables do
This means that expression->value->variable is now completely recursable
* [SDQL2] Update selector list documentation
adds logging to spraybottle usage. spraying in general is logged in game to track people spreading plasma/lube/whatever. theres transferring reagents to people via spraying logged in attack.
pAI cards will now provide updates about available personalities even
when in a player's inventory. Improves the pAI matchmaking system, making
personalities more likely to be noticed and downloaded.
It seems it was intended to make movement cost a bit of hunger per tile,
but was actually only happening while you were floating (despite the
comment saying it should be easy).
This reverses that so it's now working as intended.
Testing shows this increases nutrition by about 5.6 per minute of
non-stop (non-floating) running movement. Walking cuts this cost by more
than half as not only do you cover fewer tiles in a minute, but walking
also costs half as much in tile-tile movement.
If you're on meth, expect to get quite hungry from zooming around the
station like a madman at 300 mph, which I think makes quite a bit of
sense.
Currently pAIs cannot be configured for DNA and secondary directives
while inside a PDA. If I need to eject my pAI from my PDA, why would I
want to drop it on the floor, especially when it hasn't been configured?
An activated pAI is too valuable to drop from your PDA directly to the
ground.
* FuCK
* Beret Resprites
* e
* Adds the archaic and vintage berets.
* Grammar fix.
Just misspelled allegedly.
* Grammar fix.
* Modifies the beret to bring it a bit more off the eye.
By default (assuming the department based exp lockout config is enabled), hos requires 5 hours as security. but the captain only requires 3 hours as crew?
Seems silly.
@iamgoofball I wonder if banned accounts still get notifications.
Somebody with more time than me: make the config for these use a keyed list for per-job overrides, rather than a flat head override.
Somebody else with more time than me: make a config that allows readying for time restricted roles anyways, but only at low priority.
Sometimes a reason 1 restart will work to fix these for servers without
tgs3.
This works on tgs3 even though the api sleeps, this will likely not work on
tgs4. In those cases the world/Reboot call will likely still bring the
server back up to a functional point that an admin can do a tgs restart via
the verb.
There is no point in attempting to notify clients, every attempt at doing
so failed.
I found that when the valve of a canister was closed, the
.../canister/process_atmos proc would never reach its update_icon call.
I've fixed that by removing the early return and having a single
update_icon call at the end run when necessary.
Space cleaner sprayed, splashed or vaporised onto someone will slightly
improve their hygiene. Effective janitors can spray stinky spessmen to
stave off the stench long enough for the offender to have a shower. Space
cleaner will only stop you from stinking for a short time, unlike a shower
which will keep you fresh for much longer.
The amount of cleanliness from a single application of space cleaner is
capped, so a chemist dumping a bluespace beaker of space cleaner on their
head is not going to be as effective as a shower.
Giving janitors an extra way to help the crew is probably good, especially
because this additional mechanic can't be replaced by janiborgs or
cleanbots.