Ridden vehicles now pass any objects that normally pass tables. This includes bullets, thrown objects, and probably dwarves?
Ridden vehicles check for the various incapacitation traits instead of just usable hands for whether you fall off. Doesn't fix corpses buckled to these objects but that'll require more work to fix because it's all tied into relay_move.
This doesn't affect any ridden object that doesn't checks for hand availability. Like skateboards and wheelchairs (although how exactly your wheelchair is moving without hands or mechanical parts is beyond me).
This makes it so the Settings menu and the Ghost and Sound submenus have their names capitalised like the rest of the options on the menu bar at the top of the screen.
Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?
So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!
The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.
Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.
(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)
About The Pull Request
Removes commie and cappy golems, and all connected parts and features.
Why It's Good For The Game
You're downloading 5 mb of capitalist and communist songs and talk sounds every time you log into a server, which makes it take much longer to actually join the game. While this was a good meme and became even better when cappy golems would fight the communist ones, they are:
Really really underused for what they are
Really really boring and simple without all the special sounds
Really really not worth keeping gutted
Changelog
🆑
del: Capitalism (golem) and Communism (golem) are dead.
/🆑
Bounties that were supposed to refuse subtypes of the requested items used to accept them anyways. Now they refuse them correctly.
Bounties that were supposed to accept subtypes of items that were excluded from acceptance used to still refuse those subtypes. Now they correctly accept them.
Vehicle objects now call bumpopen() rather than Bumped() when moving into an airlock, and thus will once again open any door the pilot has access to. Closes#54480
Fixes Ripley MK-I to MK-II conversions destroying equipment.
MK-I to MK-II conversions now sets the MK-II's integrity to be same percentage as the MK-I's integrity. Thus, upgrading a full-health MK-I will no longer result in a damaged MK-II.
Both Ripley types no longer start with an orebox, that function has been moved to the Clarke.
I've been pulling my hair out on this one. Ever since I started my ntnet project, I could never get LateInitalize to work right. Apparently it has never worked right. How it was set up before on server start
Station map loads, Does NOT run Initialize(mapload = TRUE)
Generates space, lavaland/icebox ruins
Loads a ruin, DOES run Initialize(mapload = TRUE) EXCEPT on areas
End of mapping system
Atom system Initialized and it checks and runs Initialize(mapload = TRUE) on world
You see the issue? Initialize and by extension LateInitialize is run in blocks. Worst, LateInitialize is run on turfs FIRST in ruins BEFORE Initialize is ever run on the other atoms. While there isn't much in Area, there is map_generator so I am sure it caused some grief for map creators.
The NEW order now is
Station map loads, Does NOT run Initialize(mapload = TRUE)
Generates space, lavaland/icebox ruins
Loads a ruin, Does NOT run Initialize(mapload = TRUE)
End of mapping system
Atom system Initialized and it checks and runs Initialize(mapload = TRUE) on world
Also if you dynamicly load a map, like snowdin or such, it will Initialize all atoms at once and then run LateInitialize properly
Atmos canisters now display their correct max. pressure capacity. Game code always expects kPa, code for SI-prefix-generation only expects the base unit (here: Pa), so the displayed value was always off by the factor 1000.
Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.
It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun
Intent combos suck ass as it is and we don't need to make them worse by having obscure shortcuts for gimmicks that can be done with the strip menu, I've seen this used accidentally dozens of times and maybe once on purpose
It was being rounded to 1, which breaks one of the options.
I've added a float sanitize proc that accepts a degree to round to, I've set it to 0.5 in this case.
Well, it adds fingerless insulated gloves to the game, and it also makes them a Assistant heirloom item alongside the heirloom toolbox. The sprites and code were taken from Skyrat, with some modifications by me.
Whenever you stop to do something, and there's a broken light around, you would notice it spark, and if you stay, it sparks over and over again, becoming less of a nice rare occurance to something more annoying. This was very apparent during a shift yesterday on Manuel, where the entire station had lights broken, but they kept sparking over and over again and it never quite felt like we're in darkness.