ambient occlusion is a shading technique that simulates how light behaves in the real world, where areas that aren't directly exposed to light tend to receive less lighting. In 3d rendered scenes with ambient occlusion present, this can easily be seen in corners and other crevices in geometry, and can also be visible when two objects are close to one another.
cl deathride58
add: Added ambient occlusion. You can toggle this on or off in the game preferences menu.
/cl
* Added 4 sprites
Added sprites for Alexander, Between the Sheets, Kamikaze and Sidecar.
* Added recipes for 5 drinks
Added recipes for Alexander, Between the Sheets, Kamikaze, Mojito and Sidecar.
* Added 5 drinks
Added Alexander, Between the Sheets, Kamikaze, Mojito and Sidecar.
* Added Creme de Menthe to Mojito
* Changed Creme de Menthe to Menthol in Mojito
* Adds menthol and sake to the dispensers
* Adds menthol to drink reagents
* Removes menthol from drug reagents
* Added the box of menthol
* Adds menthol to the booze-o-mat
* Adds the menthol box sprite
add: Fusion is back
add: Fusion now happens with large quantities of hot plasma and CO2, consuming all the plasma rapidly and producing large amounts of energy. Other gases can also effect the performance of the reaction.
add: Fusion now produces radiation. Be careful around reactors.
fix: fixes fusion dividing by zero and destroying everything
code: Gas reactions now have access to where they are occurring
fix: Prevents some other reactions from producing matter from nothing
* new boards
* new boards installed
* new designs (wow) (woah)
* added the new design ids to the biotech node
* tested
it works, also, that typo fucking stopped it from compiling
* Rebalances lethality and adds a traitcheck
* Moves borg reagent to other_reagents since these shouldn't do damage at all and are hardly toxins
* Lower it more because this is probably gonna hurt a lot real fast
* Naku's suggestion
derp
Thanks cobby
readds this check
almost nerfed cybernetic livers oops
Aaaaaa
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.
* Fixes mannitol not curing brain traumas
* Makes has_trauma_type random, adds type arg to cure_trauma_type
* Adds get_traumas_type proc
* Default to /datum/brain_trauma
* - Introduces a non-linear component to liver damage from alcohol so weak alcohol doesn't kill you instantly. (#36089)
* all you ever do is complain
* whups forgot a pixel there