Fixes#977Fixes#1380
Fixes an unreported issue with carbon attack procs that made diona nymphs (and i guess xenomorphs and slimes too) immune to melee attacks.
Nymphs no longer gain light energy while ventcrawling. The inside of a pipe is treated as total darkness.
Nymph max health reduced by 15%. I don't want to nerf them too much.
Fixes several runtime errors in life procs, where it tried to set client vars without checking for a client. I ran into them when shooting a nymph
changes:
imageadd: "Some AI displays now have special icons used when the AI is dead."
rscadd: "Added an admin verb that allows force-storaging of SSD AIs."
imageadd: "The AI's icon now changes when it is EMPed."
other:
Gave a name to borgs' internal radio so it doesn't show as "station bounced radio".
Disabled rejuvinate() for AIs as it didn't actually work anyways.
Fixed a potential bug where an engiborg's welder might've been able to be attached to things.
Added a code helper to check if an item is a borg tool.
Fixes footstep sounds, they weren't defined. I redefined them for all floors. Also changed a few, notably carpets and bare plating have different sounds from what they used to. And all the various holodeck terrains should have correct sounds now too
Fixes bicaridine and internal bleeding interactions. It was never really working before because the internal wounds could never be removed. Slightly rebalanced some values with bicaridine and internal bleeding.
Adds short doafter and visible message to engiborg inflatable dispenser
changes:
bugfix: "Fixed formatting of forms when held up to a security camera."
spellcheck: "Fixed grammar error in IA and CE's headsets."
Fixes#1196.
Fixes#1358.
Fixes#1376.
Fixes#1347.
Replaces some BYOND text macros with spans.
Issues:
M'sai's preview image does not work (missing image).
Re-adds IPC APC feeding
Removes more of the horror that is type paths in text strings when they don't have to be there :ree:
Fix a bunch of lore blurbs
SQL saving is fixededed
Mark-up REGEX now requires whitespace or line ending/starts between tokens. It doesn't grab tokens surrounded by non-whitespace characters.
Updated the server greeting to only updated saved hashes if a user actively clicks on a tab.
C4 now forces old system for itself, due to raisins.
Admin verb to toggle between global default explosion type. One round only. Requires R_DEBUG or R_SERVER, is hideable.
Fixes#1333 and Fixes#1331
IPCs, and indeed anyone with robotic organs or plant organs, can be rejuv'd properly.
IPCs now have their damage shown on VV, more or less.
IPCs have their brutemod set to 0.8, since prosthetic limbs already have brute mods of their own, and so Industrial IPCs could have a brute mod of 0.5 instead of 0.3
Probably some other stuff. It's all in the diff.
Fixes lots of things not having proper icons, especially the monkey subspecies
Makes a lot of holder sprites use contained sprites properly instead of being distributed across many files
Disables picking up LF's new Vkrexi things, because they don't have sprites for it
Searched through all the bay holder icons and made sure the new ones all work, i grabbed a few from the upstream bay repo too. Held sprites for mice and construction drones!
Makes hats work properly on held drones and nymphs
Ports and implements all the new pai held sprites. Reworked pai interactions a little to allow picking them up, as well as petting/kicking/etc.
Moved pai collapsing to alt click, so it wont happen accidentally
In short, baymerge changed beekeeping. Generally for the better, i love some of the new things they did. But they also removed some things (like the actual bee mobs) and some of their new stuff wasn't properly implemented.
So this PR fixes up both the bay beekeeping content and ours, to work in harmony together, remove redundant stuff, and fix lots of bugs.
Adds Shells. Adds tags. Adds IPC subspecies. Adds HK-47's. Does not add IPC construction.
Beyond the obvious review of shells, the exact stats of the IPC subspecies need review. They were largely an afterthought, and quickly overshadowed by the shell project.
Fixes radiation so species' radiation_mod values are actually applied.
Refactored radiation application to use proc apply_radiation() instead of directly modifying the variable.
-fix msai and zhan tajaran not having hairstyle or being able to use tajaran only equipment
-add some extra details to their languages
-adds siik tajar has an alternative language
-remove devouring from tajaran
-fix changeling getting 25 points
Due to admin's decision, the station nuke is being replaced with a terminal. Pretty much porting this from the newest bay dev branch.
Other changes:
fix a messed up syndie borg sound
fixes#1308
* Fixes SQL saving of hex numbers
* Removes completed TODO-MERGE notes
* Changes one instance of Galactic Common to Ceti Basic
* Renames instances of blind.layer to blind.invisibility (as is proper)
* Fixes the SQL schema some more
* Implements pAI saving
-added an alt unathi language, at jackboot's request
-added an automatic shotgun weapon
-fixed rifles having the wrong delay when not wielded
-fixed non-lore friendly ipc limbs
-fixed #1292
-fix syndicate borgs not having the right assigned mind
Breeders now need to breathe again.
Sanity check for any gun that requires charging has been added. It's not been added to the master special_check and firing procs yet because weapons that need to charge remain fairly edge case.
Frag grenades will now never cause a hole to space, although they will cause more superficial damage, retaining their lethality.
Cyborgs, when self-destructing, will now lockdown for five seconds, announce to everyone around them that they are self-destructing, and then explode (Again, never causing a hole to space), and launch 50-100 shrapnel (1/4th - 1/2th the amount of a frag grenade. Each shrapnel is 1/3rd as damageful, and steps half as far.)
Chelms (Golem brains) can no longer be put into MMIs. Never made any sense.
Update the schema
Modify player_preferences and character related tables
Readd the incidents + missing CCIAA tables to it
Fix loading
Fix saving
Make it impossible to edit character name after a while
Sanity check so you cannot enter without a valid (saved) character
Fix New Character button
Remove debug messages
Fixes#600Fixes#588
Changes:
-fix socks not showing up on the character creation menu
-add paramedic access to firelocks
-fix coffee being poison to catbeasts
-added a bunch of dakka related hardsuits modules
-adds a snowflake hardsuit, with some of the new modules, for admin bus or something
-tweaks a bit what the sec and syndicate belt can hold
-move minor changes to heavy asset protection and syndicate command loadouts
The long waited sock update;
Socks are being added as another underwear like option, with some exclusive ones for females. Only humans (and squish) can have them atm.
Also, I am nearly sure this will work.
Baymerge changed the attack proc, i think by removing a default value, and a lot of things broke because they weren't using the function correctly.
This proc does three main things.
Adds a default to /obj/item/proc/attack to target the chest when no target zone is supplied.
Fixes the lack of a target zone in many attack procs, properly defining it so it'll get passed to the parent, and ensure that bodypart-specific targeting works.
Removes most instances of code to retrieve the user's selected zone, and instead to use the zone passed into the attack function. saves duplication of effort.
Adds decomposing animations for mice when dusted. They'll leave behind a little mouse skeleton
Mice and lizards will decompose to a skeleton 30 mins after death, or if dusted
Also some fixes to various small issues and runtime errors related to held mobs and supermatters.
Changes:
-added some vars that allow for more pre-set borg models, ported from the newest bay changes
-added combat module and an ert borg as admin spawn presets
-fixed syndicate cyborg
-syndicate cyborgs explode when killed now
-added a limited frag grenade launcher to the syndicate module
-fixed a lot of broken guns
-fixed the bad ert id code added by the ert update
-fixed the tactical shield to have sprites and behave properly
-tweaked even more the vending machine at sec armory
-disabled joining as actor
-enabled spess bikes, heisters get two of them and can get one via cargo contraband system
-replaced advanced advanced e-guns with energy rifles
-fixed some missing id sprites
-fix #1281
Ports Apollo's infraction's system, creating a permanent criminal record for every character. Every minor or medium infraction accrued over the course of a round is added to the character's permanent security record which is available at vanilla records councils. Antagonists are automatically exempt from this process, and players can exercise control over what charges they consider canon or not.
Brigging a person is now dependent on the criminal sentencing computer, which reads a person's ID and applies a brig timer automatically for the charges selected. Personnel without ID's will have to be brigged manually.
Undoes baymerge's changes to visible messages and fixes our previous implementation that i wrote.
Ours is much better all around.
With the changes baymerge made, they added an additional view call, and some 700 show_message calls to objects, for every single message, its absurdly wasteful.
As far as i'm aware there is no current use case for showing visible messages to objects. If there ever is a need we can implement an efficient solution with a global list of listeners
Fixes nutrition displays not updating.
Adds code support for species-variable levels of max nutrition storage, and nutrition loss. No actual variations are yet implemented, awaiting input from lore team.
Fixes all relevant static isntances of numeric literals with the max_nutrition variable
And a feature tweak: Players will now spawn with randomised nutrition levels when they join
Fixes the APC in the cargo warehouse being unpowered
Fixes two runtime errors i reported
Fixes inflatable doors being unresponsive due to a sleep. Seperating the opening code off into a spawned child process has made it much more responsive
- fixes#1235
- fixed stunbaton being borked
- fixed wrong lobby screen
- re-added nanako's changes to embedding
- remove old mosin code
- fix a small issue with the body type proc on the human species
- fixes an issue with the mounted smg
Fixes all the snowflake guns unique to our codebase with multiple firemodes so that they now actually behave correctly. Fixes a few bugs relating to computers, and updates modular_computers to use holoscreens.
Fixes runtime errors with cargo stock. Was caused by the type of armor boosts changing.
Probably fixes the issue of mobs dying when picked up. I added some robustness and safeties to it
Tweaks event probabilities, adjusting the major event distribution (rarer bears), raising some others and slightly reducing the overall chance of major events.
Fixes the tools/indentation.awk script to not demand a comma at the end of perfectly valid comments.
Makes it report unnecessary commas in lists.
Readds it to the Travis build list.
- Fixes#1227
- Fixes#1236
- Re-add lamarr.
- Fix bootknife thing
- Fix a couple of things related to borgs
- Re-add our tator items
- Adding back all the hardsuit modules back to robotics
- Fixing a couple of missing sprites, like fireaxe cabinet
- Fixed missing computer sprites when no power
What is being fixed:
-messed up sec armor
-skeleton, vox and resomi being player species
-abhumans also had restrictions added until whatever should be done with them was decided or something
-fixing dionae language name
-fixing bluespace suicide and some additions/changes
-fixing random vaurca name gen thing
-fixing missing ipc chest and groin sprites
-added missing resomi hair and some new dank vox hair styles