* Updated advanced camera consoles to be more generic
* Renamed /obj/machinery/computer/camera_advanced/proc/EjectUser() to /obj/machinery/computer/camera_advanced/remove_eye_control()
* MY SNOWFLAKE IS TOO STRONG FOR YOU
* rnd design
* Update eyes.dm
* wew
* k
* fix
* ready
* Update eyes.dm
* Update eyes.dm
* updates
* lazylists are shit but whatever
* runtimes funtimes, and case sensitiveness
* cyberbossy
* cyberboss making me break things
* checks for implantation first..
* better
* tested
* dirs
* efficiency
* all gud
Reverts the old leather objects now on the global list, and allows the bio-generator to print off leather instead, specialist pieces of equipment have been left intact to encourage inter-department interaction & demand. (And to keep the global list small)
* Processing machine cleanups, can smelt bluespace and titanium
* Another forceMove
* Lack of typing
* Rewrite using materials container, a target proc for container's release sheet procs
* Alloys
* The dme
* Nulls references on Destroy
* Makes the smelter infinitely large, like before
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
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.
/🆑