Commit Graph

6645 Commits

Author SHA1 Message Date
alsoandanswer
8ec8f270cb ok travis 2019-11-14 14:26:04 +08:00
alsoandanswer
5acffc2e01 span 2019-11-14 13:04:17 +08:00
alsoandanswer
f6758082fd Merge branch 'master' into poster_pissmass 2019-11-14 11:26:27 +08:00
alsoandanswer
4295df82e2 moves examinate check up 2019-11-14 11:26:09 +08:00
alsoandanswer
4e755635c3 Merge branch 'master' into pumpkin_head 2019-11-14 10:49:30 +08:00
Geeves
a5e2c56669 Makes vamp a bit better (#7233) 2019-11-13 23:18:56 +01:00
alsoandanswer
16c435c1b1 Merge branch 'pumpkin_head' of https://github.com/alsoandanswer/Aurora.3 into pumpkin_head 2019-11-14 04:24:14 +08:00
alsoandanswer
0a4b625fe3 fuck 2019-11-14 04:23:24 +08:00
alsoandanswer
235de471b8 Merge branch 'master' into pumpkin_head 2019-11-14 04:17:59 +08:00
alsoandanswer
17da42d377 ahh 2019-11-14 04:16:42 +08:00
alsoandanswer
609381e4f5 fixes depthscanner, and other tweaks 2019-11-14 04:06:04 +08:00
Alberyk
025febea72 Adds a new meat steak sprite (#7351) 2019-11-13 19:39:51 +01:00
fernerr
78c2dacbb9 Fixes the range and dropoff of some sounds (#7405) 2019-11-13 19:23:57 +01:00
alsoandanswer
2698972eca changes 2019-11-13 23:46:27 +08:00
Geevies
0b922a0cd9 yeet 2019-11-13 17:08:22 +02:00
Geevies
c1e95ba005 light tweaks 2019-11-13 15:30:01 +02:00
alsoandanswer
b425658bb7 pumpkin fix and sprite improvement 2019-11-13 20:56:37 +08:00
Geeves
d5fffae7c8 buffs fireaxe (#7363) 2019-11-12 20:29:20 +01:00
JohnWildkins
a45025b2a4 fix raiders and also (#7377) 2019-11-09 22:59:27 +01:00
JohnWildkins
b4901e0906 Sprite fixes and tweaks galore (#7374)
Fixes/tweaks:
        Wallets, lanyards, mining carts, Einstein Engines ID, and improvised sword missing sprites.
        Outlines / colors on engineering and cargo outfits, ore and sheet snatchers, atmos fire helmet and hardhats, and safety goggles.

Fixes #7371
2019-11-09 22:49:20 +02:00
Geeves
59a99a7ebf Adds Drillfall Dropper to the QM locker (#7065) 2019-11-08 21:03:22 +01:00
JohnWildkins
fc29268722 Trap Refactor (#7234) 2019-11-08 20:59:17 +01:00
Geeves
d84588aec1 Adds the Unathi Kataphracts as a response team (#7345) 2019-11-08 20:47:26 +01:00
alsoandanswer
a757303f96 Cool new sprites for PDAs, ID's, and cartridges (#7147) 2019-11-08 20:28:54 +01:00
Alberyk
52468c4516 Adds the hakhma (#7321) 2019-11-08 20:25:53 +01:00
Alberyk
aa8f7b8f6b Makes so that you can pick up anchored items again (#7354) 2019-11-08 20:10:04 +01:00
Doxxmedearly
4728303bc1 Card holders actually hold cards (#7326) 2019-11-06 18:28:42 +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
fernerr
41fe688357 Removes a ripley paint kit that wasn't supposed to appear under normal circumstances (#7335) 2019-11-04 21:58:19 +02:00
Doxxmedearly
fb3f222cc7 Highly-Anticipated Crayon Features (#7312)
Crayons finally have crayon dust in them. Use a grinder to get it (syringes won't work).
    Removed the "uses" var for crayons and made the number of times a crayon can be used (or chewed on) based on the amount of crayon dust remaining.
    Normal crayons contain 10 units of crayon dust. One drawing consumes 0.5 dust (for 20 effective uses. Down from 30). Taking a bite transfer 2 units to you (For five bites). So where before you could bite a crayon 4 times and still use it 30 times, now if you bite a crayon 4 times (8 units) you can only use the nub to draw 4 times (2 units) before it's gone.
    Mime crayons have 15 units of dust, rainbow crayons have 20.
    Biogenerator can produce crayon boxes now. It can already produce wax and cardboard, so this isn't a stretch. People will have to interact with hydro or cargo to get a good amount of a specific color of dust.
    Gave crayon dust colors unique flavors because why not. It's fun.
    Fixes #6284
2019-11-04 09:12:54 +02:00
JohnWildkins
aa5482ca8e Antag loadout refactor, also deathsquads I guess (#7308)
all antags that previously had massive equip chains now use the outfit datum system
    commandos + deathsquad (aka Syndicate Commandos and NT Asset Protection) have been moved out of nested alert menu hell to the new ERT system as admin-spawned ERTs, they do not appear normally
    all outfit datums will now take into account backpack preferences
    made the ERT job announcement / details more obvious
2019-11-03 19:49:42 +02:00
Geeves
08a5bda811 updates SM manual (#7309)
I updated the supermatter manual to include new info, a FAQ section, and the proper standard set-up we now use for Aurora. It also details how to upgrade the SMES, what to upgrade it with, and what power to set it at.
2019-11-03 19:44:19 +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
Geeves
12c6adbea0 CALNG (#7255)
Improved sword parry sounds.

I made the sound myself, by modifying the tray hit sound. A better sound file by an actual audio person may be incoming soon. It's uh. The one I made is alright. Improving on punchmiss.ogg isn't hard.
2019-11-02 12:37:44 +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
fernerr
527af99001 Gives the freelance mercs headsets and a couple other tweaks. (#7290)
Gave the freelance mercs headsets. They have the common and response team channels.
    Switched their id-type to agent ones, to allow them to be edited if needed.
    Fixed the freelance merc leader's rifle being the wrong type.
2019-11-01 21:57:26 +02:00
Geeves
bc59a20bec Kitchen Strikes Back: The Rattening (#7268) 2019-10-31 19:54:44 +01:00
fernerr
d2d440a676 Fixes an issue with the generic ert shuttle that lead to occupants being pulled south after exit (#7289)
Also added an icon for the step_triggers, as they were invisible.
Fixes #7291
2019-10-29 13:26:14 +02:00
BurgerLUA
449193acdc Maint Loot Improvements + Tweaks (#7266) 2019-10-28 22:41:19 +01:00
Matt Atlas
ca1e06d6c7 Adds distress beacons instead of the current ERT call (#7169) 2019-10-27 14:35:24 +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
Mykhailo Bykhovtsev
f1c5f816ac Tesla Fix (#7256)
bugfix: "Tesla no longer melts ashes, emitter beams, its own energy balls and accelerated particles." Fixes #7249
    bugfix: "Tesla now properly consumes accelerated particles."
2019-10-26 17:57:41 +03:00
Geeves
cdfa04c24e Improvised Sword (#7243)
You can now build improvised swords. The hilt determines the integrity thereof, while the blade determines the damage it does.

Additionally, it also adds a var that sets whether the material item uses its material name or not.
2019-10-26 14:12:51 +03:00
Mykhailo Bykhovtsev
ccf8d34497 Bunch of animal trap fixes (#7230)
bugfix: "Animal traps no longer can have more than one prey at a time.". Fixes #7219
    bugfix: "Traps now properly trap prey when it is thrown at them."
    bugfix: "Deconstructing trap with prey inside no longer makes prey anchored to the turf."
    bugfix: "You cannot buckle a person into a trap."
    bugfix: "You can no longer deconstruct trap with welder off."
    bugfix: "Passing throuh trap no longer traps you if it is full."
2019-10-25 13:38:47 +03:00
BurgerLUA
9f54bce54b Sorted the maintenance loot list (#7226)
Purely a code change. Sorted the maintenance loot list so it's alphabetical instead of the clusterfuck that it currently is.
2019-10-25 13:35:44 +03:00
Mykhailo Bykhovtsev
23cb82a5fd Adding verb to empty Bags quickly (#7140)
Enabled verb for quick emptying of backpacks.

    Bags have a delay to empty. Which is base 0.5 second per item.

    Captain, Syndicate, Engineering, Wizard Bags have 0.8 second delay per item.

as per suggeestion thread: https://forums.aurorastation.org/topic/12927-allow-people-to-dump-out-bags/
2019-10-22 20:09:27 +03:00
Lady Fowl
abe6e4b80b Ports Bubblegum (#7195) 2019-10-22 10:20:32 +03:00