Commit Graph
30943 Commits
Author SHA1 Message Date
Lohikarandskull132 1423250412 Update DMM Suite (#2711)
Updates the DMM Suite from /tg/ upstream, adding the ability to load tgm format maps, tick-checks, and better compatibility with SSatoms / Initialize().

Also adds some framework for random ruin generation, though it is not functional yet.
2017-06-15 12:41:45 +03:00
Alberykandskull132 4552fae7f5 Removes cloaking devices (#2713)
This pr will replace the cloaking device from cargo warehouse spawn,, because they pretty much fall under the same level of bullshit as thermals and etc, with the new portable ladders.

Also, removes from the traitor uplink, because it is only used for combat it seems, defeating the purpose of being a stealth item. The chameleon projector is a better, and far less bullshit item, to cover the same purpose.
2017-06-15 12:39:06 +03:00
LordFowlandskull132 08219273d3 Newton's Thirdish Law (#2714)
Items falling now deal a set amount of damage based on velocity calculations, with no more randomisation. This damage is randomly distributed throughout the head and torso by first calculating the damage dealt to the head - anywhere between zero and 1/2th of total damage, and then calculating the damage to the torso - head damage subtracted from total damage.
2017-06-15 12:38:01 +03:00
Fire-and-Gloryandskull132 3664d5e674 Fire's update of alien hardsuit tweaks (#2706)
tweak: "The Tajaran variant of the AMI has been modified following complaints of their feet being 'literrrally not shaped for the boots'."
tweak: "The Unathi stealth rig looks a little less like a ninja suit and a bit more like the stealth rig. (didn't have the heart to do the Tajarn&Skrell rigs)"
tweak: "Low-profile changes have been made to a couple other alien RIGsuits."
2017-06-15 12:34:36 +03:00
LordFowlandskull132 54640c3ec6 Nerf Screenshaking (#2715)
Halves the max duration of screen shaking and adjusts the bottom line a bit. Previously, pretty much any explosion would have max intensity screen shaking because the minimum threshold was so high, and likewise for duration.

Standing right next to the epicenter of a sufficiently large explosion (I tested with size 16 bombs, the standard) will still cause some hefty screenshaking, as well as blindness and flash. However, standing at the very edge of an explosion, or standing next to a very small explosion's epicenter (such as an exploding durand or a frag grenade) will have only minor - but still notable (as all screenshaking is) screenshake.
2017-06-15 12:34:02 +03:00
NanakoACandskull132 17850e797e Box Nibbling Rework (#2131)
Currently, a mouse gnawing open a box to get its contents generates about a screen's worth of chatspam. And the same applies to eating a box of raisins or similar large meal. I feel this isn't appropriate for the size of the creature nor the severity of the act. In any case ive come up with a better method.

Main attraction of this PR, is that the box nibbling no longer uses visible messages, it only outputs to chat once, when it finally ruptures. In the meantime, any nibbling which doesn't break the box will instead shake it around and make a nibbling sound. Shaking code stolen from locker resist
Mice nibbling things is a quiet clicking noise, easy to ignore. so its unintrusive
Update: I've now extended this to all animal nibbling, not only boxes, but also on food too. To cut down on chatspam from small animals eating things.

The result of this change is that a creature eating a box or a meal is simultaneously easier than before to notice, if you care about it. And easier to ignore, if you don't care.

Also included, two bugfixes:

Re-adds the reverted console canpass behaviour that was lost a couple patches ago
adds a little robustness fix to animals, to deal with an issue where they were getting their stat set back to 0 without properly waking up. still not sure why it happens but now the icons will properly update when they do
2017-06-15 12:32:40 +03:00
NanakoACandskull132 a8b9ae0022 Window Booping Fix (#2691)
A minor issue that's annoyed me for a long time;
This PR adds ON_BORDER support for attack animations and atom facing, causing you to face and strike in the correct direction when dealing with border objects on the same tile as you. Previously these things would fail and do no animation/facing change

Afaik, border objects really just means single pane windows and windoors right now.
2017-06-15 12:31:20 +03:00
LordFowlandskull132 6f3fa4eba9 Shafted (#2704)
Ladders now have proper open-space shafts. Their sprite has been edited to remove the faux-hole, and also the down sprite is now at the same vertical pixel adjustment as the up sprite, so it looks kinda like they connect.

For security's sake, you can no longer fall down an openspace if there is a ladder on the openspace tile. Strangelly enough there was already code for not falling down if there was a ladder below you.

Added flight to some simple mobs that had been excluded from Alberyk's initial runthrough (parrots, bees, bats, and shades.)

The purpose of this PR is that you can now fly up ladder shafts.
2017-06-13 22:52:42 +03:00
skull132 a6b9bdd508 Merge branch 'master' into development
# Conflicts:
#	code/modules/mob/living/silicon/pai/pai.dm
2017-06-13 13:44:41 +03:00
skull132 a1b0a66b62 Changelogs, 13JUN2017 2017-06-13 13:41:23 +03:00
Alberykandskull132 284e81b54b Custom items 10/06 (#2656)
Adds the following items:

Stitched Heart White Poncho - Flaming Hearts Love Stars - sleepywolf
Tarnished Badge - Jane Pyre - somethingvile
Asimov chassis - Asimo - sleepywolf
2017-06-13 13:39:09 +03:00
NanakoACandskull132 0310a7cba8 PAI Access Fix (#2707)
Fixes a bug that gave PAI's all access.
It seems at some point silicons were changed to use an internal ID, and pais were given that same ID which had all access.

Changed it so their internal ID only has basic access and rerouted pai ID functions to it. This restores them to intended functionality, that is: They can only walk in public areas, and wherever their master has access, once the master has scanned their ID
2017-06-13 13:37:24 +03:00
skull132andGitHub 320b7236c9 Fix an airlock runtime (#2701)
Fixes #2683
2017-06-13 12:41:47 +03:00
Ronandskull132 228c424673 Removes duplicated crowbar (#2702)
Removes the extra crowbar from the mining module.
Fixes #2669
2017-06-13 02:39:41 +03:00
Ronandskull132 74aa276a00 Makes gun closets unmovable unless certain tools are used (#2700)
For a gun closet to be moved a screwdriver and wrench has to be used on them in that order.
Fixes #2690
2017-06-13 02:26:39 +03:00
skull132andGitHub e4423761ef Admin & Staff adjustments (#2529)
Features:

 Removal of BOREALIS (python module) as it's not used.
 Removes ToR ban feature in lieu of IPIntel.
 New BOREALIS config to alert staff if server starts as hidden.
 Adminhelps now inform admins on discord if dibsed (when they were sent to discord anyways).
 Adds hub visibility to the server access control panel.
 Adds mirror ban spotting via ban panel. It now redirects to the linked ban if one is found.
 CCIAA now get alerted as to how many of them are online and active when receiving faxes and emergency messages via Discord.
 Removed unused C/C++ libraries. The socket_talk module is a generic UDP shipper, of which Arrow implemented a better version. lib nudge is not even compiled for use. lib_nudge module is uncompiled and no longer used, as we use cURL for the bot.
 Removed depracted APIs and config settings related to the previous point.
 Whitelisted jobs now appear properly in the job selection window as [WHITELISTED].
 Job ban reasons can now be viewed from player preferences window.
 Await admin approval for final CCIAA requests and implement. RIP CCIAA.
 Fix age bans for jobs and antags (dynamic ones, ofc).
 Implement https://forums.aurorastation.org/viewtopic.php?f=18&t=8283
2017-06-13 01:37:44 +03:00
NanakoACandskull132 c8e8710b41 Quick Nymph Runtime Fix (#2686)
Adds a safety check to fix a runtime error with nymphs
2017-06-13 01:22:13 +03:00
Wernerandskull132 613cdda4fd Allow Service Borgs to use cooking containers (#2699)
Fixes #2685
2017-06-12 23:15:44 +03:00
Ronandskull132 ecb8a31443 Tweaks the transformer (#2692)
Does some tweaking and fixing to the transformer.
Fixes #2634
Fixes #2635
2017-06-12 23:14:15 +03:00
skull132andGitHub 650b979ef3 Fix air alarm runtimes - 363 instances of it (#2697)
Null pointer exceptions are fun.
2017-06-12 21:30:38 +03:00
Lohikarandskull132 0db557ac29 machinery_process() & auto_use_power efficiency tweaks (#2657)
changes:

Machinery now uses machinery_process() instead of process(), allowing machines to be put into SSprocessing-style lists in addition to the machinery list.
Automatic power calculations now involve less proc-calls.
2017-06-12 19:09:36 +03:00
Alberykandskull132 585a6c59dd CSI suit, map and marking fixes (#2666)
Fixes #2665
Fixes the garden vending machine being the wrong and a missing camera tag
Fixes some body markings having the wrong icon state
Fixes verbs such as select equipment and etc being broken
Removes the belly markings because they were awful
2017-06-11 12:24:43 +03:00
Lohikarandskull132 a599cd34ee Custom loadout sanity (#2671)
This PR unifies the various manual implementations of custom loadout equip into three procs located inside the job subsystem, as well as updates all custom loadout code to use the new procs.

Fixes custom loadout items not overriding job items in character setup.
2017-06-11 12:22:35 +03:00
Alberykandskull132 8090fed803 Fixes certain species having the wrong eyes (#2672)
IPCs had the var eyes set to default, which caused some really odd and ugly sprite to appear on the side of their monitor, this pr will probably fix this.
2017-06-11 12:22:02 +03:00
Fire-and-Gloryandskull132 50d7211654 Fixing kitty markings shit (#2662)
Specifically, this is the "patches" sprite for the head.
2017-06-11 01:46:46 +03:00
skull132andGitHub 1a95ddf774 Emergency ladder sprites + placement (#2658)
Ladders added to emergency storage lockers (random chance), engineering storage (1), and EVA (1).

We'll see if that's too much or not.
2017-06-10 22:40:21 +03:00
Synnonoandskull132 7d52b164a6 Snowflake Qipao DLC (#2659)
Updates the red cheongsam to not be a stoopid recolor of the white one. Now it is a stupid recolor with a unique design. Attempts to make it show up over shoes have failed, to great sorrow. Recommend not wearing any cheongsams with jackboots.
Fixes quiche and keylimepie slice nutrition so that they don't go away in one bite.
2017-06-10 22:39:59 +03:00
Lohikarandskull132 0d08d096f0 Fix MultiZAS (#2614)
changes:

MultiZAS now actually works.
The ZAS connection diagnostic verb is now aware of MultiZ.
Potential performance improvement for ZAS connections.
Probably should not be merged until shuttles have roofs unless people want to take their chances at outrunning ZAS getting off the shuttle.
2017-06-10 22:38:41 +03:00
Alberykandskull132 912738129b Bug fixes; resomi language, bloody hand and feets, suit cooling and more (#2653)
Fixes #2652
Fixes #2276
Fixes #1975
Fixes #1590
2017-06-10 19:58:20 +03:00
Alberykandskull132 c17440168a Fixes mining stacking machine and robotics conveyor belt (#2655)
Fixes #2636
Fixes #2588
2017-06-10 19:57:11 +03:00
Lohikarandskull132 4ed44fbc6f Minor machinery tweaks (#2479)
changes:

Machines can now be in processing-type subsystems while also being in the machines list. Yes this means you can get two different subsystems to call process(). No you should not do that.
The machines list will prevent duplicate entries from being added.
Printing now uses timers instead of spawn.
SSassets now actually sends the NT logo image to clients.
2017-06-10 17:26:29 +03:00
Ronandskull132 e46dafb910 Slows the elevator down a bit (#2649)
Slows it down just a small amount.
2017-06-10 17:23:48 +03:00
Wernerandskull132 eab6ec1d28 Alternative Borg Hypo Fix (#2623)
This is a alternative solution for the borg hypospray issue.

As suggested by various players, this removes the cooldown again and replaces sleeptoxin with tramadol.
That would serve the purpose of reinforcing the behavior that the medical borgs are not designed for combat, but still allow them to operate on patients if they need to.
2017-06-10 17:23:34 +03:00
Lohikarandskull132 4cf407ea33 More stack icons (#2654)
Top is a stack over 2/3 full, middle is between 1/3 and 2/3 full, bottom is under 1/3 full.

Also converted stacks to use Initialize().

affected stacks:

Ointment
Bandages
Steel Sheets
Plastic Sheets
Glass Sheets
Plasteel Sheets
Reinforced Glass Sheets
Leather
Wet Leather
Hide
Sprites from /tg/.
2017-06-10 09:30:18 +03:00
Lohikarandskull132 51c9007508 Conveyor Tweaks (#2638)
changes:

Conveyor belts are now tick-checked.
Added a conveyor_act proc so objects can override default conveyor behavior.
Conveyor belts no longer affect objects in zero-G.
Conveyor belts no longer use spawn.
2017-06-10 09:29:20 +03:00
Alberykandskull132 3758da0475 More custom loadout fixes and additions (#2633)
Fixes #2622
-adds more clothing for people to play dress up with their spessmen.
-fixes some long description on the ian's shirt
-allows people to toggle night vision glasses and material scanners while wearing them
-tweaks more marking related things
2017-06-10 09:27:49 +03:00
skull132andGitHub 465ae330ac Travis Now Validates Migrations w/ Flyway (#2629)
Sets up Travis to install and run Flyway and our migrations on a MariaDB database in order to test them. If a migration is erroneous, this should catch it.
2017-06-10 09:26:28 +03:00
Alberykandskull132 0e977d08e6 Ports baystation character preview system (#2630)
Ports the bay's character preview system, which is far better to observe aesthetic changes in the character creation, also solves the issues such as markings don't showing up at the character selection menu.
2017-06-09 15:14:24 +03:00
Alberykandskull132 a44b65944d More map fixes (#2651)
Fixes #2613
Fixes #2603
Fixes #2591
Fixes #2583
Fixes #2511 and #2594
-added the hop outfit locker to the office
-fixed missing camera tags
-added more holopads in engineering, bar, kitchen and the outposts
2017-06-09 15:14:03 +03:00
Alberykandskull132 318dd195bd Brig, mining and new map fixes (#2645)
Fixes #2637
Fixes #2615
Fixes #2606
Fixes #2605
Fixes #2589
Fixes #2581
Fixes #2579
Fixes #2569
Fixes #2530

Also, changes the communal cameras to be the prison channel, and the button to toggle blastdoors in the staff preparation room at the surface bridge area. And at last, fixes the window at escape shuttle's brigs having no grilles under them.
2017-06-08 14:11:15 +03:00
Lohikarandskull132 7eac158f6c Fix constructed borgs being utterly broken (#2632)
New() was runtiming since it can't pass named arguments.
2017-06-06 22:58:20 +03:00
Alberykandskull132 17354e5109 Ports body markings from polaris (#2607)
Ports the body marking system from polaris. And I think I got all the SQL related procs.
2017-06-06 00:43:45 +03:00
Lohikarandskull132 42464b68e2 Timed verbs (#2620)
This PR adds a new helper (ADD_VERB_IN(target, time, verb)) to add verbs to a mob using timers instead of spawn.

Also converted a few instances of spawn-verb-adding to the new helper.
2017-06-05 23:36:35 +03:00
Lohikarandskull132 95fdd6f925 Kitchen tweaks (#2570)
changes:

Reduced power usage of oven and fryer.
Reduced warm up time of oven and fryer.
Oven now heats up to exactly 200C instead of to 198.85C.
Fixed some issues with cooking appliances' sanity checks.
Recipe datums are now initialized once instead of per-appliance.
Moved some cooking verbs to the Objects tab instead of a null category.
2017-06-05 11:20:55 +03:00
VikingPingvinandskull132 68415f6cf5 Portable Ladders (#2434)
Add portable ladders as items.
Deploy on floors that have an open space above them, and in open spaces that have floors beneath them.
Fold them, to reuse them.

Need item,structure base and structure body sprites. Probably an in hand sprite too.
2017-06-05 11:19:12 +03:00
Lohikarandskull132 a28fbd1415 Icon smoothing fixes (#2624)
Fixes some issues with smoothing, including asteroid flooring losing its sprite for no apparent reason.
2017-06-05 11:15:47 +03:00
Lohikarandskull132 6878459216 Convert ion trails to new effect system (#2618)
Converts the ion trail effect to use SSeffects instead of a spawn-loop for processing, as well as makes it also manifest on openturfs instead of just space.
2017-06-05 11:15:07 +03:00
Lohikarandskull132 d26d7df83c Revert chem grenade workaround (#2617)
The root issue causing chem grenades to fuck up lighting has been fixed, so this isn't needed anymore.
2017-06-05 11:14:25 +03:00
LordFowlandskull132 5ae8a2d5a5 [New Map] Digging with a shovel no longer creates ore from nothing (#2611)
Using a shovel to dig a hole will now only spawn ore that that ore already holds. This means that an ore scanner is once again needed to maximise profits, although digging with a shovel remains far more inefficient than digging with a drill, due to simply how much sand there is in a sand tile.
2017-06-05 11:13:32 +03:00
LordFowlandskull132 61bca133ef [New Map] Fixes Dumb Turrets (#2621)
Removes most instances of doublepane glass walls in one tile corridors, which the game was not designed for, thus interfering with turret target calculations and throwing objects. This means that the turrets in telecoms and in the vault will be more responsive to intruders.

Re-adds the fourth miner slot, but this time properly maps in a locker, spawn pos, hardsuit, and his own new type of flag - the purple flag (not that anyone uses flags ayy lmao.)

To further cement the uselessness of flags, all miners and the QM now start with a GPS.

CT's should now have access to the end of the miner belt, allowing them to collect resources.

Ore boxes can now be purchased and crafted from wood.
2017-06-05 10:40:32 +03:00