cl Qustinnus / Floyd / Ethereal sprites by Space, is that it? / Alerts and food sprites by MrDroppodBringer
add: Adds Ethereal; a race which lives off of electricity and shines bright. If they are healthy they shine a bright green light, and the more damaged they are, the less they shine and the greyer they become. Their punches do burn damage and they are weak to blunt attacks!
They dont need to eat normal food and dont have nutrition, Instead they gain charge by going into borg rechargers, eating ethereal food or doign specific interactions.
refactor: all nutrition changes now go through a proc so we can override behavior
/cl
Adds Ethereal. A race which is essentialy inspired by Zoltan but then with different mechanics to make it fit with SS13 more. I'm trying to stay away from making them actually provide power but the change from nutrition to electricity seemed kind of fun.
They have the following specifications:
They are walking lights; and shine bright and green if healthy, and get greyer and darker the more damaged they are. When dead they are just a grey unlit corpse.
They do burn punch damage instead of blunt.
They are weaker to blunt; especially when low on charge
They have charge instead of nutrition. Charge is gained by some interactions or by going into a borg charger. or eating new ethereal food.
They are slightly stronger to shock damage, and gain charge from it a bit; however, it is still deadly to them and thus they aren't free insulated gloves.
fixes#41106 since it'll have it's own fucking location.
cl ShizCalev
add: Admins can now personalize their asay message color on servers with the feature enabled.
tweak: Moved some admin only preference verbs out of the Preferences tab and to a new admin preferences tab to help unclutter it / prevent accidental toggling of fun things.
/cl
Note that the start of the admin message will still use the default formatting just so it can be quickly recognized as an admin message and not an OOC one.
* Catpeople are nyow a species
* Fixes a runtime
* Fixes the issues with being forced ears when you chose none
* Neko --> Felinid
* P2
* Update
* Working this time I promise
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
* Configuration datum refactor
* More WIP
* New easier on the eyes format
* More WIP
* Finished config.txt
* Fucktons more WIP
* The end of conversion draws near...
* Add all this shit
* Done converting entries finally
* Hunting down compile errors
* More WIP
* MORE CONVERSIONS
* More WIP
* More WIP
* Oh shit only 90 errors this time!
* IT COMPILES!!!
* Fixes world start runtimes
A dead-simple traitor variant.
It's like traitor, except instead of an uplink you get a buddy: your blood brother. You must team up with your brother to complete your objectives. It runs along side regular traitor mode, thus the name "traitorbro".
* Add the system for managed global variables
* Travis ban old globals
* So you CAN inline proccall, that's neat
* Fix that
* master.dm
* Remove the hack procs
* Move InitGlobals to the proper spot
* configuration.dm
* Fix the missing pre-slash
* clockcult.dm
* This is probably for the best
* Doy
* Fix shit
* Rest of the DEFINES tree
* Fix
* Use global. for access
* Update find_references_in_globals
Always hated that proc
Whoever made it must've bee a r e a l idiot...
* __HELPERS tree
* Move global initialization to master.
Fix the declaration
* database.dm
* Dat newline
* I said DECLARATIVE order!
* Here's something you can chew on @Iamgoofball
* game_modes.dm
* Fix this
* genetics.dm
* flavor_misc.dm
* More stuff
* Do it mso's way. Keep the controllers as global
* Make master actually see it
* Fix
* Finish _globalvars/lists
* Finish the rest of the _globalvars tree
* This is weird
* Migrate the controllers
* SLOTH -> GLOB
* Lighting globals
* round_start_time -> ticker
* PAI card list -> pai SS
* record_id_num -> static
* Diseases list -> SSdisease
* More disease globals to the SS
* More disease stuff
* Emote list
* Better and better
* Bluh
* So much stuff
* Ahh
* Wires
* dview
* station_areas
* Teleportlocs
* blood_splatter_icons
* Stuff and such
* More stuff
* RAD IO
* More stuff and such
* Blob shit
* Changeling stuff
* Add "Balance" to changelogs
* Balance for changelog compiler + Auto Tagging
* Update the PR template
* hivemind_bank
* Bip
* sacrificed
* Good shit
* Better define
* More cult shit
* Devil shit
* Gang shit
* > borers
Fix shit
* Rename the define
* Nuke
* Objectives
* Sandbox
* Multiverse sword
* Announce systems
* Stuff and such
* TC con
* Airlock
* doppllllerrrrrr
* holopads
* Shut up byond you inconsistent fuck
* Sneaky fuck
* Burp
* Bip
* Fixnshit
* Port without regard
* askdlfjs;
* asdfjasoidojfi
* Protected globals and more
* SO MANY
* ajsimkvahsaoisd
* akfdsiaopwimfeoiwafaw
* gsdfigjosidjfgiosdg
* AHHHHHHHHHHHHHHHHHHHHHHH!!!!!
* facerolll
* ASDFASDFASDF
* Removes the unused parts of dmm_suite
* WIP
* Fix quote
* asdfjauwfnkjs
* afwlunhskjfda
* asfjlaiwuefhaf
* SO CLOSE
* wwwweeeeeewwwww
* agdgmoewranwg
* HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!?
* Fix syntax errors
* 100 errors
* Another 100
* So many...
* Ugh
* More shit
* kilme
* Stuuuuuufffff
* ajrgmrlshio;djfa;sdkl
* jkbhkhjbmjvjmh
* soi soi soi
* butt
* TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING
* lllllllllllllllllllllllllllllllllllllllllll
* afsdijfiawhnflnjhnwsdfs
* yugykihlugk,kj
* time to go
* STUFFF!!!
* AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!!
* ngoaijdjlfkamsdlkf
* Break time
* aufjsdklfalsjfi
* CONTROL KAY AND PRAY
* IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
* Goteem
* Fix testing mode
* This does not belong in this PR
* Convert it to a controller
* Eh, fuck this option
* Revert controllerization Ill do it some other time
* Fix
* Working controllerization
* FOR THE LOVE OF CHRIST PROTECT THE LOGS
* Protect admins and deadmins
* Use the inbuilt proc
* added window flashing pref, added windowflashing to notify_ghosts, pollCandidates and similar procs
* disabled window flash for golem shells, ash walker eggs, drone shells and posibrains
* ignorepref var for ahelp/apm and roundstart
* Ports Space Parallax from vg/yogs
* KILL ME
* fuck shit
* fixes
* rgfkbjhkefrhjkfrejhkfds
* Parallax, part 2.
* Gotta get these defines in before remie notices!
* DAMN IT! SHE FOUND ONE!
* fixes orbits
* fix orbits take 2
* Fixes some things with parallax
* Refactors parallax shuttle animations.
* Adds semi-transparent colored fullscreen overlays which are used by glasses with tint_color.
Currently only red, blue, and green are available. And only nightvision glasses currently have a tint_color when worn (green).
* Completely rewrites how I did color tinting. We now use datum/client_colour and the client's color var.
I fixed items in our inventory UI being colored when using client.color.
I added an altclick() option on all glasses to toggle a new pref regarding the use of glass coloring your view.
I made a lot more glasses use vision coloring.
I fixed Thermal HUD Scanner not having its action button to switch hud type.
I'm unhappy with the way revenants are right now, and my code for them is pretty unsatisfactory in comparison to what I know now. Although revenants will still fill the same role of just being spookier ghosts, they'll be a bit more passive - incapable, for instance, of giving diseases to people. The new revenants will be called umbras and will use vitae instead of essence.
Total change list:
Revenants have been renamed to umbras. Essence has been renamed to vitae. This may be temporary.
Umbra spawn events are now weighted higher and spawn an unoccupied umbra. Ghosts are alerted to the umbra's position and may interact with it to take control of it.
Umbras' health is not based on vitae but has a hard cap at 100.
Umbras have a passive vitae drain each tick, defaulting at 0.01. If the umbra runs out of vitae, they will die irrevocably. They also slowly regenerate health by doing this.
When an umbra dies, they leave behind umbral ashes that reform after one minute. They're difficult to see and can be scattered by activating them, although they also have high research levels if you're fast enough.
Harvesting vitae from critical targets no longer kills them. Harvesting a target in general prohibits them from being harvested until five minutes later, but they can be drained again after that.
EMPs revitalize umbras and give them hefty amounts of vitae due to their physical nature.
Umbras have four abilities: Toggle Nightvision, Discordant Whisper, Possess, and Thoughtsteal.
Toggle Nightvision is self-explanatory.
Discordant Whisper is identical to the original revenant's transmit.
Possess allows the umbra to slip into a human's body unnoticed. While in their body, umbras will slowly drain vitae from the human at a tiny rate - not enough to cause harm, but enough to induce adverse effects in the clueless human. These effects intensify over time and eventually lead to the umbra being forced out of their host.
Thoughtsteal paralyzes a living human for several seconds while the umbra steals their memories. After several seconds, the umbra copies the notes of the target's memories and turns invisible - the hapless victim is stunned for several seconds afterwards and can't be Thoughtstolen by the same umbra again. Umbras have an objective to steal the memories of 25% of the station's population.
Salt piles have been added, created by salt shaker or just by splashing salt. These piles will prevent an umbra from passing and reveal them briefly if they try.
* Actually fixes announcements the right way
* Flips the SOUND_ANNOUNCEMENTS bitflag so that having it means you hear announcements
* Updates the save file version