Commit Graph

1287 Commits

Author SHA1 Message Date
Aboshedab
bb18893eb3 Gasmasks to lockers (#7538) 2019-12-03 18:35:02 +01:00
Doxxmedearly
a6715f0175 Curtain and Flap (De)construction (#7503) 2019-11-30 16:47:18 +01:00
SueTheCake
84794c6e65 Mechs 3: Electric Boogaloo (#7486) 2019-11-25 23:04:19 +01:00
fernerr
aa2e02c1a6 Shuttle update: Part Two: The Legion Protects (#7457) 2019-11-23 18:50:19 +01:00
Wowzewow (Wezzy)
44bc8543ed New radio sprites, to match the new PDAs (and also bowmans) (#7455) 2019-11-23 15:12:30 +01:00
Matt Atlas
5da2a9c24b Splits organs into organ/internal (#7441) 2019-11-20 23:07:10 +01:00
Alberyk
9988d61a56 Fixes holster bloat and a bit more (#7435) 2019-11-19 23:10:17 +01:00
alsoandanswer
bf45eef8cc Big Bad Bed Upbed (#7120)
Better bed, bedsheet and linen bin sprites
Also added some additional bedsheets , functionally similar, of course. ( Have fun, mappers! )
Added more functionality to bedsheets.
2019-11-18 00:41:07 +01:00
Werner
af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
Geeves
59a99a7ebf Adds Drillfall Dropper to the QM locker (#7065) 2019-11-08 21:03:22 +01:00
Alberyk
52468c4516 Adds the hakhma (#7321) 2019-11-08 20:25:53 +01:00
fernerr
8ca8760c21 Replaces all instances of /turf/simulated/shuttle with simulated/wall/shuttle or simulated/floor/shuttle counterparts. (#7315)
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
    Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
    Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
    Fixed the dark shuttle corner blocks from looking weird after transit.
    A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.

This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
2019-11-04 21:59:28 +02:00
JohnWildkins
da414387d6 Fix goggles and cadet vests not working (#7320)
Title, fixes cadet vest not being zippable and goggles not being adjustable, fixes #7319
2019-11-03 01:52:01 +02:00
JohnWildkins
4fe77f4323 Utility Resprite II: Once More with Feeling (#7246)
rscadd: "Added an engineering apprentice uniform, and overalls accessories to the miner, atmos tech, chief engineer and engineer lockers, as well as loadouts. They are equivalent to webbing vests."
    rscadd: "Atmos tech lockers now start with blue hazard vests, and the wardrobe locker includes matching (non fire-safe) hard hats."
    rscadd: "Added safety goggles with a new sprite with a verb to raise/lower them. The original goggles can be found as 'safety glasses'. Both are available under eyewear in the loadout tab."
    imageadd: "Updated sprites for the engineer, CE, atmos tech, janitor, CT (incl. an alt uniform in lockers and loadout), quartermaster, and miner jumpsuits. Updated atmos fire suit sprite."
    imageadd: "New utility belt (incl. alt sprite available in loadout), hard hat, engineering beret, sheet and ore snatcher, and hydrogen ore sprites."
    imageadd: "New hazard vest sprites. Hazard vests can now be zipped up or left loose with an appropriate verb."
    imageadd: "New atmos airlock sprites, new mining, atmos, and janitorial locker sprites."

also all sprites by AmoryBlaine I just unga dunga'd the code together
2019-11-02 19:46:33 +02:00
JohnWildkins
61ec0991e3 Cyborg grabber QOL and fixes (#7201)
Tweaks:

    With the gripper, hitting the drop hotkey (Q) now drops the held item. If no item is held, the grabber is put away as normal.
    The scientific gripper can now hold slime steroids.
    The chemistry gripper can now hold paper.

Bugfixes:

    Using the drop hotkey (Q) to put away a module now correctly updates the module list interface. Fixes #4343.
    Modules relying on cyborg synthesizers (nanopaste, et al.) now cannot be used when their synthesizer charge is depleted. Fixes #1288.
    Injecting a monkey cube held in a gripper no longer places the monkey inside the gripper's internal contents. Fixes #1097.
    Cyborgs can now re-lock secured crates. Fixes #4833.
    Service borgs can no longer open a portal to infinite grass tiles. Fixes #3814.
    Clerical borgs can now browse through paper bundles held in their gripper, and can pick up taped paper. Fixes #4479. Fixes #6501.
2019-11-02 19:41:07 +02:00
ParadoxSpace
ca73b39369 Unapologetic Paramedic Buffs (#7298)
Paramedics now gain a helmet (with flashlight!) and an armorless chest rig to carry stuff. The chest rig and FT jackets now carry blood bags on the suit storage. HUDpatches now spawn in Doctor lockers. Sprites by AmoryBlaine.
2019-11-02 12:35:52 +02:00
Geeves
bc59a20bec Kitchen Strikes Back: The Rattening (#7268) 2019-10-31 19:54:44 +01:00
Lady Fowl
b0343f19a2 Fix's Therapy pods vomiting there insides out (#7272)
Quite honestly I thought I got all of this shit code out of here. Anyways fixes #7271
2019-10-27 10:29:44 +02:00
JohnWildkins
9c335f6c00 Killing off inconsistencies with impact wrenches / combi-tools (#7269)
Part 1 in the "why my impact wrench no wrench bolt" saga

tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that)

essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts

I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
2019-10-26 22:20:40 +03:00
Geeves
b9489dc2c8 Lingtober: Lingmania: The lingaling: Powerling: Lingcreep (#7153)
The ling is ass. It's just. Ass. Butts. It isn't scary. Whap it and cuff it, toss it in solitary and smack its horribly deformed ass. Now they can tear through walls. Nice.

    Forming armblades and flesh riot shields as ling now break cuffs and straitjackets.
    Changing into a lesser form now uncuffs you
    You can use an armblade is a crowbar, to do crowbar based activities.
    The armblade can be used to slice and dice through non-reinforced walls and girders.
2019-10-20 00:27:53 +03:00
Joshie
039ca8e0de More MedSci Sprites (#7154)
Adds more of the Medical and Science uniform sprites. Still have stuff to do. My understanding of code is pretty limited so if anyone knows how to do any of the things I'm trying to do, please comment and tell me how. Otherwise, I'll keep trying to get them working. Also please if any merciful coder feels like looking over any changes out of the kindness of their heart while I'm working on this, please point out anything that might be broken or wrong.
2019-10-19 10:24:40 +03:00
Mwahahahaha
ac9c1769ae Accessory Flipping, Wallets, Lanyards, contractor worn ID icons, ID layer switching, custom loadout names and descriptions, manbeast, hiiyah (#7087)
Asymmetrical accessories can now be flipped! This is done through the attack_self proc (i.e., activating it in your active hand), or a right-click menu if the item already has an attack_self behaviour.
This affects:

    Stethoscopes
    All medals
    All badges
    Armbands
    Holsters
    Machete Holster
    Scarves
    TCFL ribbons
    Shoulder capes
    Sleeve patches
    Bandoliers
    Political pins
2019-10-19 00:04:29 +03:00
Geeves
97eff10bb2 wall rod destruction (#7179)
Resolves #2757
2019-10-16 22:38:37 +03:00
Matt Atlas
b7ec3ad093 Medical and Science Resprite (#7064) 2019-10-05 14:29:05 +02:00
Geeves
54f315254d Add HoS Helmet + Oxygen Tank but it works this time (#6976) 2019-09-24 02:21:27 +04:00
alsoandanswer
9553d94bad Refactors , resprites and rebrands RCDs (#6985) 2019-09-24 01:07:11 +04:00
Matt Atlas
c4cd7de7bd You can no longer wirelessly close lockers with altclick (#6977) 2019-09-13 22:15:32 +03:00
fernerr
22557cab7d Makes the janitor cart pushable (#6956)
Makes the janitor cart pushable by shamelessly copying from wheelchair code.

As suggested here https://forums.aurorastation.org/topic/12726-push-the-janicart/
2019-09-13 22:01:35 +03:00
Lady Fowl
d6ff38ef96 The Epic Construction Update (#5976)
How to build machine blueprints!

Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
2019-09-10 22:07:46 +03:00
fernerr
2a2cc7d52e Ports table item autoalign from Bay (#6946)
Made it so items get their pixel x/y reset on pickup.
    Thrown items now also get their pixel placement slightly randomized.
    Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
    Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
2019-09-08 22:51:49 +03:00
Matt Atlas
16a0c7fc61 You can now lock lockers with alt click 2019-09-06 21:52:08 +02:00
alsoandanswer
9b478773c4 Janitor Update (I'm bad at code edition) (#6928) 2019-09-06 21:23:55 +02:00
Wolfgang
14c1b48265 Bad init calls fixes (#6937) 2019-09-02 07:05:46 +03:00
Werner
7b6a759361 Cleans up the Database. (#6893)
* Cleans up the Database.

Changes the charset to utf8mb4
Changes the collation to utf8mb4_unicode_ci
Adds foreign keys to various tables that use the ckey
Cleans up various inconsistencies (key used in a ckey field, wrong dates, ...)
Changes the columns in ss13_cargo_items that hold json to JSON

* Corrects Migration Number

* Only drop tables if they exist.

* Attempts to please travis

* Moves another comment

* Moves the sol swords out of energy and into misc
2019-08-26 23:08:53 +02:00
MarinaGryphon
68dd51121c Makeshift Chemistry and Medical (#6618)
Skull is fucking CRYING right now.
2019-07-26 11:57:05 +03:00
Alberyk
d0dff4c370 Removes xenomorphs (#6686)
Xenomorphs are pretty much badly done and don't really fit at all. This pr fully removes the human type ones, alongside with the infection, eggs and facehuggers.
2019-07-24 21:34:44 +03:00
Erki
514e1f2aa4 Makes sounds with a low enough volume only audible within line of sight (#6515)
It has been posited that it doesn't make sense to hear certain sounds through walls. So, I proceeded to go and change that.

All sounds with a volume of 50 or less will now be played only to the "hearers" list. This is basically people within line of sight. I also rewrote the lower levels of the sound API with this. The code is now more modular, while retaining the same main API entry point playsound.

This needs a test merge to see how badly I broke shit.
2019-07-13 17:50:01 +03:00
ParadoxSpace
6916089d4e Replaces Mice w/ Rats (#6625) 2019-07-06 00:03:35 +02:00
OneOneThreeEight
456d52ee1c Unapologetic Chaplain Buffs (#6654)
https://forums.aurorastation.org/topic/12258-give-the-chaplaincounselor-the-hypnosis-watch-and-trauma-plushie/?tab=comments#comment-116990 Feedback thread.

Adds the mesmetron pocket watch, trauma plushie and Freud's quack book to the chaplain's locker.
2019-07-05 09:19:33 +03:00
Alberyk
ad9caa77ae Adds a couple of lore themed mercenary gear loadout (#6644)
Adds a bit of what is related here: https://forums.aurorastation.org/topic/11941-antagonist-rework-20/

Pretty much, adds a couple of gear crates that mercenary teams, seeking to do a lore related gimmick, can buy by pooling their crystals. Right now, it is just adds a couple of human related factions, such as eridani, sol alliance, elyra and the frontier.
2019-07-04 21:13:17 +03:00
fernerr
77c262e9a2 Security and Central command uniforms sprite overhaul (#6560) 2019-06-18 00:28:53 +02:00
alsoandanswer
e004413c18 adds cool animations (#6533) 2019-06-14 17:53:58 +02:00
Alberyk
2d4cac126f Simple animal update (#6553) 2019-06-12 23:47:22 +02:00
alsoandanswer
0ba36f1828 Refactors objects.dmi and items.dmi, and a few more little things (#6487)
Refactors objects.dmi and items.dmi

Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker

also improves sprites for wrapping paper and the pocketwatch

This basically makes it easier for future sprite improvements
2019-06-02 19:12:54 +03:00
Mykhailo Bykhovtsev
c41b1b72a1 Making bullets and tachyon penetrate closets (#6449)
This Pr makes any bullet or tachyon projectiles penetrate closets. Upon penetration each mob inside of locker will get damaged by the projectile.
2019-05-23 00:10:58 +03:00
alsoandanswer
e340e796c8 New Janitor sprites and other stuff (#6466) 2019-05-22 20:52:53 +02:00
Werner
6d8a94d408 Simulated to Unsimulated (#6410) 2019-05-19 16:22:54 +02:00
Kaedwuff
f652293fa2 Moderate shoes update (#6381) 2019-05-19 16:14:45 +02:00
alsoandanswer
0c0bd572e8 Sprite fixes (#6468) 2019-05-19 15:34:32 +02:00
Alberyk
3a8e751ec7 Adds more flags (#6412) 2019-05-13 21:15:06 +02:00