Commit Graph

295 Commits

Author SHA1 Message Date
Geeves
dca6966ddd Particle Accelerator Fixes (#8428) 2020-03-14 14:43:00 +01:00
Geeves
1a7cc1a1c7 Some Silicon Code (#8394)
Tweaked a hell of a lot of silicon code to make synthetics better.

Synths with scrambled codes that prevent them from being on robotics computers will now appear on Merc camera networks.

Both variants of the engineering borg can now deploy the malf borging machine.

Medical borgs no longer get polyacid sprays, instead getting Wulumunusha CMO Hyposprays, which cause muteness.

You must now be on help intent to use items like crowbars and screwdrivers on borgs. Otherwise you hit them with it.
2020-03-13 13:29:35 +01:00
ParadoxSpace
e02e1398a9 Random Colored Silversun Shirts (#8325) 2020-02-26 01:19:49 -03:00
Werner
70286d7618 Reworks Away Mission Selection (#8292) 2020-02-20 00:14:00 +01:00
mikomyazaki
9ddca0bc3c Post dreamchecker fixes (#8287)
Fixes lack of chat tags, and runtime on player panel preventing it from displaying stuff.

Don't really understand the problem with Cut() on the player panel data["players"], it should leave an empty list behind right..? Anyway. Let's see if this passes dreamchecker.
2020-02-16 22:22:14 +02:00
mikomyazaki
6074224d00 dreamchecker (#8233)
Implements dreamchecker plus fixes all errors
2020-02-16 20:42:32 +02:00
mikomyazaki
7150e6c4b0 New bodyscanner UI fixes (#8200) 2020-02-09 19:58:31 +01:00
mikomyazaki
8e092ae828 Alien species without a gender will now spawn as Neuter, and are neuter in the character setup. (#8115)
Species that are neuter (at least from the human/player characters' perspective) will now properly spawn as neuter, and be neuter in the character setup screen.

This affects (tagged) IPCs, Dionae, Vox & Vaurca.

Also fixes some gender related grammar stuff.

I think all the procs that randomise based on gender will just default to one or the other and shouldn't have noticeably weird results.

This also fixes the bug where Diona players would be 'he/she', but NPC diona would be 'it'.
2020-01-29 01:12:49 -03:00
Erki
18e03e0a02 rustg for UDP shipping (#7897)
The C++ UDP logging library has been swapped out with a rustg implementation. The rustg library uses non-blocking IO mode, and hopefully has less trouble than the C++ one. Though we'll have to see. It should error when the call is supposed to block.

The old library has been removed.
2020-01-11 21:17:41 +02:00
Matt Atlas
328021a8dc Ports Baystation's handling of monkey/human NPCs. (#7892)
Human NPCs and monkeys now have some more interactions. Monkeys can now take items and throw them. Or shoot guns. Or activate things.
2020-01-06 20:23:05 +01:00
Erki
6d0e1a7f1b Fail2topic (#7925)
Adds a system for autobanning IPs which abuse the world/Topic API. The implementation is very analogous to fail2ban. All bans implemented are removed at round end, or at the start of the next round. This is to stop the windows firewall from getting clogged to hell. The system respects whitelisted IPs.
2020-01-05 20:34:43 +02:00
Geeves
38a03fa0f8 Added Synthetics to the Manifest (#7750)
Stationbounds have been added to the Crew Manifest in a Sub-manifest catagory. They are not crew.
2020-01-02 11:49:26 +02:00
Werner
b116b3a6d2 Merge pull request #7669 from NonQueueingMatt/BREATHE
Adds a breathing sound when you're in low pressure.
2019-12-22 02:43:54 +01:00
Werner
cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Werner
af2a4c58a3 Merge branch 'master' into BREATHE 2019-12-21 14:45:17 +01:00
Matt Atlas
decc0b14a7 Preparation for 513 (#7677)
* Preparation for 513

* lentext replacement
2019-12-18 08:10:16 +01:00
NonQueueingMatt
abe2a4ac92 Adds a breathing sound when you're in low pressure. 2019-12-13 17:23:46 +01:00
Matt Atlas
df0cd6189a Brainmed Update (#7502)
gamer time.
2019-12-10 20:41:15 +02:00
JohnWildkins
a03f170f16 Ports BS12 fixes / refactor of visualnets. (#7572)
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.

Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.

High-level changes:

    Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
    Fix some layering issues related to magic numbers, these have been set to constants.
    Visualnets now track source movement rather than overriding individual mob/obj procs.
    Adds obfuscation underlay to complicate memory fudging to remove camera static.
    Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
    Helmet cameras now use cameras themselves rather than network defines.
    Adds a sorted object list insertion helper.
    The Camera MIU (presently unused) should now function properly.
    Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
2019-12-07 18:37:40 +02:00
Geeves
713a001b80 Surgery Overhaul (#7507) 2019-12-02 20:13:32 +01:00
SueTheCake
84794c6e65 Mechs 3: Electric Boogaloo (#7486) 2019-11-25 23:04:19 +01:00
Matt Atlas
5da2a9c24b Splits organs into organ/internal (#7441) 2019-11-20 23:07:10 +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
Erki
ff41b92e97 Langserver fixes, vol 2 (#7401) 2019-11-15 22:42:25 +01:00
Matt Atlas
3b6f7996c4 Human Sprites 2: The Desimpsonifying (#7057) 2019-11-09 11:23:42 +02:00
Werner
9c2f225718 Changes to drones and z-macros (#7068)
Turns the z-level restriction procs into macros
Changes z-level restrictions to use the macros
Use contact_levels for announcements (instead of player_levels)
Restricts the teleporter to station_levels instead of player_levels
Restricts AI tracking to station_levels instead of player_levels
Mechs only get tracking beacons if they are on station_levels (instead of player_levels)
Construction Drones gib if they enter a station level
Mining Drones gib if they leave the station levels
Removes the mining equipment vendor from the scrapheap
2019-11-06 18:55:14 +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
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
Karolis
61f6e5a6c1 Styles basic HTML UIs (#7001) 2019-09-24 00:42:15 +04:00
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
MarinaGryphon
bd5884c89a Circuits Update One (#6852)
Ports a buuuuunch of circuits from Polaris.
Allows metabolic siphons and internal energy siphons to consume power to feed their host.
Ports /tg/ circuits too while I'm at it.
Increases base size and complexity for circuits. You're all adults. Hopefully. Don't abuse it.
Ports the integrated circuit detailer.
2019-08-25 21:44:42 +03:00
Karolis
8b785b3815 New record consoles and removal of old datacore, adds SSrecords (#4878)
This PR is depending on #4868 for it's ui framework. This PR mostly makes new SSrecords subsystem responsible for storing records. This should replace old datacore.

Make new SSrecords.
Make things use SSrecords and whole code compile
Made VueUi button <vui-button> to push parameters as JSON, preserving client side data stricture.

    Add new records console and admin record management.

I am mostly looking for feedback regarding SSrecords and it's data storage mechanism criticism (It's using lists for storage)
2019-07-27 12:24:16 +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
Mykhailo Bykhovtsev
84ebc24580 Adding more logos to Pencode (#6755)
As title says this PR adds extra 6 logos to penwriting.

Added new paper logos for:

    [logo_nt] - Regular NT logo

    [logo_nt_small] - Small size NT logo

    [log_zh] - Zeng-Hu, [logo_idris] - Idris

    [logo_eridani] - Eridani

    [logo_necro] - Necropolis

    [logo_hp] - Hephaestus Industries.

    [logo_be] - Beisel
2019-07-23 14:18:47 +03:00
Erki
bd2d9a184d Better factions and contractors (#6493)
Intent of this PR: make factions actually matter.

How we're going to do this:

Make factions limit job choices.
Make factions have alternative loadouts that override job uniforms
Make factions be visible in the employment records.
Revert existing faction loadout options or put them behind a preference, in favour of new shit.
2019-07-16 00:21:34 +03:00
MarinaGryphon
0cd61f4f48 Adds Random Notes (#5644)
Adds SSDocs, which manages randomly spawned documents.
    These documents can be specified in a json file or in a database.
    Adds /obj/random/document and adds /obj/random/document to the loot pool of /obj/random/loot.

Actually adding the notes to spawn is up to loredevs. If there are no notes to choose from, /obj/random/document will leave a blank sheet.

The notes can have HTML in them, meaning custom CSS and images. We're giving the loredevs a good bit of responsibility here.
2019-07-13 17:50:19 +03:00
Mykhailo Bykhovtsev
e393aab90a Rework blindness, UTs for speech. (#5549) 2019-06-18 23:34:40 +02:00
Conspiir
f659fa096c Creates a Preference toggle for Drop Sounds (#6397) 2019-05-19 15:49:14 +02:00
Alberyk
1df9443927 Fixes all the holofloors on the space ruins and fixes the eternal darkness on the ruins (#6389) 2019-05-07 20:09:46 +02:00
Mykhailo Bykhovtsev
15640f0286 Lohikar's bugfixes (#6364) 2019-05-05 23:06:48 +02:00
Mykhailo Bykhovtsev
81e7f29878 Reworking Bot API and optimizing for loops in admin code (#6355) 2019-05-01 14:14:26 +02:00
William Lemon
4e365c0eaf NTSL2+ (#6256)
Warning! Big Scary Change!
NTSL2+ is a re-work of NTSL.
The goals of this rework are to remove worries regarding server load, and make it impossible for a malicious program to crash the server.
The result is an asynchronous daemon based interpreted language, called NTSL2+.

The Daemon in question can be found Here

Features:

Programming Language worth considering a programming language
Limit-able execution - Unable to hold the server up
Runs on Modular Computers
Shitty in-game networking.
Players can finally write their own laptop programs I cannot stress that enough.
2019-04-20 18:24:04 +03:00
LordFowl
8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
Mykhailo Bykhovtsev
4c213f25ef Updating rust-g (#5992) 2019-01-29 23:02:39 +01:00
Alberyk
76b743a986 Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies.

* Adds metabolism species, kidney vars, and the robot unathi organs.

* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.

* First autakh implant power.

* Fixes the organs action button this time.

* Finishes more implants, and interactions with flashs and vaurca.

* Prepare for great changes.

* Drops the real bomb, boss.

* He who fights with monsters.

* Far more work into augments and limb removing powers.

* Limb verbs should be good now.

* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.

* Probably the last work on implants.

* Some extra touches.

* Some tweaks to the species.

* More fixes and adds kyre's sprites.

* More runtime fixes.

* Fixes the species name too.

* Fixes travis.

* Updates this file too to work with the new tools procs.

* Adds changelog

* Fixed changelog.

* Unathi hair and lore description.

* Some tweaks to this too.

* Locks away them for now, they will be released after we got all the events and etc done.

* Changes this chemical.

* Fixes an airlock runtime.

* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.

* Organs removal changes; can't take out the organ if it is too damage.

* Restricts them back again.

* Robotic organs now have the proper icons and names.

* Adds sprites for their organs and some extra tweaks.

* Fixes this missing icon.

* emp should also now hurt assited organs.

* Tweaks more organ related things.

* Fixes the head not being properly set as well.

* Fixes their flags.

* fixes the flag for real this time.

* Poze's review.

* Changes the au'takh organ buttons to don't be animated.

* Helps with adminbus or something.

* Fowl's requested changes.

* Fixes a typo.

* Robotic limb's brute and burn mods are now controlled by the limb model.

* Fowl's changes once more.

* Stops some spam.

* More grammar.

* No eal.

* Skull's review.
2019-01-23 19:27:44 +01:00
Erki
f29506a45a Leave any sanity you had at the door step (#5885) 2019-01-03 19:08:54 +01:00
Erki
c23065ff2c Fixes the paper (#5829) 2018-12-24 21:21:16 +01:00
Mykhailo Bykhovtsev
21cbff31d4 SMES and APC update (#5578)
SMES now show how much of input they receive

SMES and APC estimates how much time it will take to deplete it.

Runtime map now uses its SMES, and it is wired to TEG's

Added Stack and Queue data structures for use
2018-12-05 15:43:10 +02:00
BurgerLUA
5dddb44e31 added (#5581) 2018-11-09 02:28:48 +01:00
BurgerLUA
dadb0ffcfb OH NO (#5580) 2018-11-09 00:05:21 +01:00