Commit Graph

23539 Commits

Author SHA1 Message Date
Lohikar
0c94e7ab8e More human icons tweaks/fixes (#3136)
changes:

Updated the documentation in human update_icons a bit.
Renamed overlays_standing to overlays_raw to better describe what it is.
Nuked more compound overlays.
Ghosts now use appearance copy to copy their old mob (Fixes #3135)
Layer defines are now space-aligned instead of tab-aligned.
Renamed SURGERY_LEVEL to SURGERY_LAYER like the other layer defines.
Fixed a potential bug where belt overlays may have not cleared in certain cases.
2017-07-23 12:40:05 +03:00
Erki
07cedfb335 Some more fixes (#3130)
Fixes #2173
Fixes #1927
Fixes #3100
Fixes #3087
Fixes #3124
2017-07-23 01:03:41 +03:00
Lohikar
64e33fab83 Human icon tweaks (#3131)
Mostly efficiency changes to human icons, little bit of code deduplication in head icons.
The human overlay list has been changed to accept /list so that multiple items can be added to a layer without having to resort to adding overlays to an intermediary object like an /image.

changes:

Human skin color (not tone) is now stored as a hex string instead of a 3-value list.
Human body hair color (resomi only) is now stored as a hex string instead of a 3-value list.
Body markings now play nice with the human icon cache (Fixes #3110)
Hair properly uses its cache now in all cases.
Merged head organs and human icon's implementations of hair icon gen into a proc on human.
Replaced the individual hair and beard caches with a shared composited hair cache used by both head icon and mob icons.
Lists in the human overlay list are now flattened out onto the human, allowing for multiple objects within a single human icon layer without using an intermediary image.
Removed some unused caching lists.
Damage overlays no longer utilize overlays on a blank image for drawing, instead using a list in the human overlay list.
Shoe overlays no longer utilize overlays on the shoe image, instead using a list in the human overlay list.
Surgery overlays no longer utilize overlays on a blank image, instead using a list in the human overlay list.
2017-07-23 01:03:00 +03:00
SonicGotNuked
67e07d0b9e Adds Hoist To Cargo (#3133)
50 Cargo points for three hoist kits under engineering section.
2017-07-22 12:01:44 +03:00
Alberyk
dab522488a Tweaks how overdoses works and medicine related overdose (#3116)
-overdoses should happen at the start of the processing, instead just at the end, giving more chance for people to react to them
-reduce the damage from overdoses related to medicine and made anti toxin have a normal overdose cap
2017-07-21 21:26:24 +03:00
Erki Meinberg
283f63d098 Preferences fixes, ahoy! (#3045)
Fixes #1670
Fixes #1780
Fixes #1781
Fixes #1493
2017-07-21 20:50:59 +03:00
skull132
3736a934bc Fix SQL 2017-07-20 21:49:03 +03:00
Erki Meinberg
f541c68cc0 Saner mirrors (#3119) 2017-07-20 20:46:25 +03:00
Erki Meinberg
e2d0b56740 Add language validation (#3115)
Why didn't we have this?
2017-07-20 02:43:04 +03:00
Erki Meinberg
5469d468dd Fixes #3111 (#3114) 2017-07-20 01:04:43 +03:00
Erki Meinberg
8729252b1d Nukes aurorastation.int and silences invalid timer RTs during unit tests (#3105)
HACKS ARE NOT A SOLUTION TO THE PROBLEM.

True. But. The issue is convoluted to the point where fixing it is out of the question for the time being. And the invalid timer RT is ruining the readability of Travis tests: it's generating useless noise without conveying any new information. As such, until a time that this issue is fixed, I propose silencing the RTs generated by invalid timers for unit tests only.

Hopefully we won't fuck with the timer system enough to where we need to monitor it for mass invalid timer errors.

Also removes the .int file as the bug it was intended to fix has been fixed with BYOND.
2017-07-20 00:42:19 +03:00
Alberyk
87a181d2a1 New map bugfixes (#3109)
Fixes #3108
Fixes #2953
Fixes #3091
Fixes #3102
Fixes the syringe gun at medical being the wrong type
Place the bomb range a bit more away from the launching room, to avoid damage to it
Fix a bug with table grabs
Remove the extra ion rifle from the armory and the emp grenades, because, it seems those are really excessive, as seen in the HK event rounds
2017-07-19 23:39:59 +03:00
Lohikar
6acfb4d22a Gutter language lore changes (#3103)
Changes made by loredev request.

changes:

Gutter has been renamed to "Freespeak" via. define. Define name is unchanged.
The description of Gutter has been replaced with one supplied by Jackboot.
Replaced remaining references to gutter in the code with the define.
2017-07-19 23:38:44 +03:00
Lohikar
8202808c0a Actually check-tick unit tests (#3106)
Adds a missing MC_TICK_CHECK in the main unit test loop.
2017-07-19 21:30:02 +03:00
Alberyk
fe151484de Hardsuit tweaks, tech levels fixes and pAI EAL addition (#3099)
-removes the plasma cutter from the ce and eva's suit, replacing it with a drill that fills the same purpose of the old plasma cutter
-adds more access restriction to the rigs as whole
-adds actuators to the terminator rig
-adds the cmo labcoats to the locker
-fixes #3097
-fixes #3098
2017-07-19 13:41:39 +03:00
Juani2400
e38b75b2a7 Map fixes and modifications; new "Command" directional sign. (#3093)
Fixes: #3089,
fixes #3085,
fixes #3081,
fixes #3074 (should),
fixes #2988,
fixes #2907,
fixes #2749 and
fixes #2631.
- Fixes a variety of other bugs and issues that were not reported in the Github.
- Modifies the Warden's Office, Security Desk and Captain's office to different layouts. These do not include structural modifications.
2017-07-18 12:25:46 +03:00
skull132
97817469d2 Fixes #2978 and #3084 (#3086)
Fixes #2978
Fixes #3084
2017-07-18 12:22:52 +03:00
AgentWhatever
b39c6b61c7 Fungi memes (#3080)
Because people like moondancer like to complain on how things sound.
Now everybody can be happy and not worry
2017-07-18 12:22:37 +03:00
Lohikar
8fcad605ee More icon caching (#3078)
changes:

Human-type hair (facial & head), eyes, and lips are now cached in SSicon_cache.
Underwear, undershirts, and socks are now cached in SSicon_cache.
Removed forced icon regen for update_body - if this actually did anything, the cache key for these icons needs to be made more detailed.
Organs now fully use SSoverlays to apply overlays (previously they partially used it, which may have caused bugs).
A couple of hair styles (bald, shaved) are pretty common, so this should remove/reduce the overhead of constantly regenerating their icons. Also means that BST's icons only really need to be generated once.
2017-07-18 12:22:01 +03:00
Lohikar
ca69dbd527 Better unit test running (#3076)
Refactors unit testing into a subsystem fully & adds tick-checks.

Might fix timers crashing Travis all the time.
2017-07-17 01:42:03 +03:00
skull132
f6c6743956 Fixes #3071 (#3075)
Even in death, Nanako is caught by the butterfly effect.
2017-07-16 22:03:41 +03:00
Ron
ef582313d1 Removes some unneeded debug logs (#3070)
Removes some unneeded debug logs.
2017-07-16 21:57:52 +03:00
skull132
8179a7fc74 Fix a sleep in human life. 2017-07-16 20:53:32 +03:00
skull132
d765f2e808 Fixes #3063, #3064 (#3069)
Fixes #3063
Fixes #3064

Makes the asteroid area equivalent to the space area: cannot be powered with an APC, an APC cannot be placed there, and blueprints will allow you to create new areas there. Also tick checks a blueprint proc which caused the lag in the first place, just for future reference.
2017-07-16 20:46:01 +03:00
skull132
0fc67f2cb9 Remove a whole bunch of in world loops and rework machinery global lists (#3053)
Removes a whole bunch of in world loops.
Reworks SSmachinery to hold two lists: all_machines and processing_machines. all_machines contains all machines 5ever. All of them. Literally. Forever. And ever. processing_machines only contains machines that process with the SSmachinery controller.

I checked most types at runtime on the live server to see whether they're in processing_machines or in all_machines, and did debug to ensure that most machinery ends up and stays in all_machines.

Includes a basic UT to make sure all mapped in machinery types remain within the all_machines list post-init.
2017-07-16 20:32:33 +03:00
AgentWhatever
8868510fb3 Agentwhatever sprite capitalization fix (#3067)
Removed another typo by me by removing capialization in borg icons all together.
Fixed two borg sprites never getting their eyes due to typos.
Brought order to the robot.dmi file.
2017-07-16 17:31:16 +03:00
MarinaGryphon
9eb0142bfb Fixes #3054 (#3056)
This was an incredibly easy fix that removed some stupid code I never should have had to fix. >:(
Hoists should be fixed when this is merged (and if this compiles, given my apparent coding skill).
2017-07-16 15:33:42 +03:00
Alberyk
ac5b4ea055 Food, hair and grammer fixes (#3058)
Fixes #3051
Fixes #3055
Fixes #3057
Fixes #3061
Fixes some food having no taste, also fixe cheese tasting like meat and other minor things like grammar.
Removes the ,45 magazine from the warden's locker, and give them a helmet to match his armor
Fixes a missing window at the main central level
Fixes a messed up hall at central command
Adds a small room for interview for the ccia in the odin, that was left out due to map issues
Adds the captain chair overlay that I forgot to add way back
2017-07-16 11:56:13 +03:00
Lohikar
4e0057daa0 Minor storage & SSair init fixes (#3049)
changes:

Storage objects can now defer shrinkwrapping of contents until the next stackframe if things are being put in them without using fill() (such as autodrobes & BSTs)
SSair init properly yells at the admins when it's done.
2017-07-16 02:06:00 +03:00
skull132
d55a9bc42a things 2017-07-16 01:34:49 +03:00
Juani2400
eada24e300 [Newmap] Map fixes + Maint. Access for all Heads. (#3043)
Fixes a few very minor bugs.
Fixes the damned airlock in Xenoarcheology.
Adds maintenance access to the Research Director, which was the only remaining head without access.
2017-07-15 23:11:23 +03:00
Lohikar
1b0995e25f Make storage objects a bit saner (#3042)
changes:

Storage object overlays are no longer force-compiled during mapload, since people can't look at them at that point anyways.
Storage screen objects now involve (hopefully) no appearance-churn and use types better.
Added profanity to storage code.
2017-07-15 22:34:37 +03:00
skull132
7a63a918c4 Mining flags into light beacons (#3039)
Turns the mining flags into light emitting beacons. This is for added ambiance and to make them more useful in the not-at-all lit asteroid of Nümap. They can now be used as waypoint markers!

Preview: https://kama.skullnet.me/index.php/s/E9ko2agfntCCamA
2017-07-15 21:57:53 +03:00
MarinaGryphon
ca7567d81e Fixes #2888 (#3038)
Since I'm sure people could come up with reasons any preset should have a file manager, I added it to all of them. Could undo it later, but it goes well with, say, the Relay program that lets you save (and view!) logs, as well as CERTAIN ROBOTICISTS (and mechatronic engineers) that like to put their forms on the computer.
2017-07-15 21:55:12 +03:00
skull132
6de4ff99f5 Fixes #1616 (#3041)
Inventory code: 0.
Skull: 1.
2017-07-15 21:54:53 +03:00
MarinaGryphon
02a12bcb02 Fixes #258 (#3040)
Fixed #258, in my current testing.

I don't know why I didn't do this earlier.
2017-07-15 21:54:27 +03:00
MarinaGryphon
f04baf71ac No more multi-Z grabs, + ladder grabbing (#3025)
Grabs break if the mobs aren't on the same Z level. You also take someone you're grabbing up ladders with you.
2017-07-15 17:03:37 +03:00
skull132
b4a34d27f9 Since < 511 is no longer supported, I nuked all of the refs to it. (#3037)
With the introduction of PR #3023 , 510 and lower are no longer supported. So I removed all compile time defines that were meant to allow for its support and bumped the compiler error guard.
2017-07-15 17:03:24 +03:00
Ярослав
4e8ee11c6e Robotics module packs overhaul (#2880) (#2949)
Reposting from PR #2880 because of branches conflict

Finally did find a way to add blueprints to construction cyborg. Engineering cyborg modules are now more related to construct things inside of an area, while construction cyborg is now have all tools which might be needed to create new areas (+APC's, air alarms and such). A bucket and a matter decomplier to a janiborg.
Maint.drones did receive their wires limit being lowered from 30 to 15, wood and plastic dispensers capacity is multiplied by 2, and a standart engi module pack is now contains 45 wire length instead of 30
2017-07-15 16:25:44 +03:00
Alberyk
2f949ecb45 Ports baystation armor system (#2954)
Ports Baystation12/Baystation12#12658

Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant.

Also, uranium meteors will irradiate nearby people when they explode.
2017-07-15 16:24:03 +03:00
Lohikar
41e39f52d1 Wall Icon Refactor (#3023)
changes:

Atom types can now define custom adjacency code for the smoothing system.
Walls now draw using the generic icon smoothing system.
Walls now pre-bake colors into their icons instead of doing it client-side with the color var.
Walls can now use the SSoverlay appearance cache; wall icon updates should be faster.
The "rusty" wall type now actually works.
Smoothing now uses mutable_appearance instead of image in some places.
Should be a bit easier on clients, though I haven't done profiling.

This PR breaks 510 compatibility.
2017-07-15 16:22:21 +03:00
Alberyk
1bda977ae7 Makes the cavern dweller more interesting. (#3029)
Adds an unique type of meat to the cavern dweller, with hyperzine, giving people a reason to hunt them down like carp. Also, replaces the old sculping block sprite with one that shares the same color of our mineral walls.
2017-07-15 16:21:42 +03:00
Alberyk
e69f54789e Adds wielded sprites for some guns (#3032)
Adds wielded sprites for the assault rifle, bullup carbine and the AM rifle. Empty sprites for some pistols and also fixes the decloner dealing no damage at all.
2017-07-15 16:21:24 +03:00
MarinaGryphon
830a4edc66 Catwalk hoisting and other fixes, take two (#3031)
Unanchored catwalks can raise and lower objects on them.
Mechs can be hoisted using catwalks.
forgive me for i have sinned
2017-07-15 16:20:41 +03:00
Lohikar
89b2a3d534 Fix a parallax runtime (#3033)
Fixes #3011.
2017-07-15 16:18:58 +03:00
Alberyk
31e0b1540f Station name for real now. (#3035)
Change the station's name to fit better the starff's decision.
2017-07-15 16:18:14 +03:00
Alberyk
e6349f7f8b Adds more new hair (#3028)
Adds more hair and facial hair options, all from bay station.
Fixes #2979
2017-07-14 20:09:39 +03:00
Lohikar
b5472e50f4 Convert a fuck ton of machines to Initialize() (#2985)
Needs testing, but shouldn't break anything. Also adds Destroy() to the SMES base class.
2017-07-14 20:08:59 +03:00
MarinaGryphon
12ccc4e7a7 Attempting fixes for some hoist bugs. (#3027)
Hoists now release hoistees if they wriggle out somehow. Shouldn't happen anyway, but consistency_check should handle any odd shenanigans.
Silicons should be able to be hoisted. Buckling wasn't anchoring them, for some strange reason.
Fixed a bad message, where [user] was used instead of [usr].
You can't directly unbuckle people from hoist hooks.
2017-07-14 19:55:14 +03:00
Ron
0f518d7a87 Crew monitoring program fix (#3026)
Fixes an issue where the crew monitoring map would say it was unable to connect to TCOMs when there was no one with suit sensors on but it could still connect to TCOMs.
2017-07-14 19:49:51 +03:00