Commit Graph

23331 Commits

Author SHA1 Message Date
Lohikar
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
VikingPingvin
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
Lohikar
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
Lohikar
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
Lohikar
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
LordFowl
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
LordFowl
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
skull132
305a87227d Fixes #2608 (#2609) 2017-06-04 22:08:24 +03:00
Synnono
5d5f3ca7d1 Dynasty Spessmen 8: Extreme Dressup (#2601)
Adds red, blue, green, and purple cheongsam dresses as contained sprites.
Adds red, blue, green, and purple dress flats for these dresses, as well as white and black versions for other clothes. These are also contained sprites.
Adds cheongsams and dress flats to the custom loadout. Cheongsams are added to 'dress selection' and flats have their own 'flats selection.'
Replaces loadout reference to "mai_yang" icon for the white cheongsam with a contained sprite in cheongsams.dmi for consistency. The white cheongsam sprites are unchanged.
2017-06-04 20:35:46 +03:00
LordFowl
ed5c571e19 Z Level Conscientious Dark Lords of Destruction (#2595)
The great dark lords, Nar'Sie and Singuloth, now respect multi-z. Nar'Sie will move up/down to match it's target Z. Singularity will move up/down whenever it fails to move laterally, or to chase it's singularity beacon.

Singularity will also consume everything above and below it.

As a bonus, supermatter cascades will also spread vertically.
2017-06-04 20:00:48 +03:00
Ron
869c824fe0 Makes the arrivals shuttle more robust (#2565)
It's harder to mess with the shuttle and after failing to return so many times it boots people off. It also connects the airlocks to distro and gives it a backup canister.
2017-06-04 19:58:31 +03:00
skull132
08fc62966d Spider updates (#2562)
CHANGES:

Spiders will no longer create massive stacks of cocoons under dead comrades. Fixes #2448
Limbs infested with spider eggs will now take longer to burst. When they do burst, the limb is gibbed.
Infested limbs will give out more warning now past a certain stage.
Modified the spider event. The moderate severity one will now no longer spawn nurses, so they can't multiply.
Added a major severity spider event. It spawns more spiders than the moderate severity one along with nurses.
2017-06-04 19:55:18 +03:00
Lohikar
5ce2fc79ef Remove some unused lists + Fix random/voidsuit Initialize (#2599)
Forgot to remove these lists when I moved them to SSicon_cache.
2017-06-04 13:33:24 +03:00
Alberyk
264b12ce42 Adds more sounds (#2590)
Adds sounds for turning on flashlights, flares, flipping coins, shuffling deck of cards, using lighters and zippos, drills, sonic jackhammers, bikes and some weapon related sounds.
2017-06-04 13:32:49 +03:00
MarinaGryphon
27e6b355b7 Fixes #2215 (#2592)
Wood now has a stack type.

Fixes #2215
2017-06-04 13:32:00 +03:00
Alberyk
594920747b Adds the forensic technician armor vest (#2596)
Fixes #2586
2017-06-04 13:31:19 +03:00
Alberyk
6ff69e7ff1 Species remains fixes, soulstone and constructs tweaks (#2598)
-species have the right remains_type now, ipcs will leave behind robot remains, humans will leave behind humans remains, dionae will just leave behind ashes and most xenos will leave behind xeno remains
-soulstones can now leave behind different types of remains depending on their victim species
-wraiths and harversts will not float over open turfs and can freely move around z-levels
2017-06-04 13:30:51 +03:00
Lohikar
8c5a5a09c7 Mineturf fixes (#2600)
changes:

Fixed a bug where dig overlays could sometimes be drawn under icon smoothing overlays.
Fixed a bug where sometimes mine turfs' icons would disappear.
Converted a manual GetBelow() statement into a call to GetBelow().
Disabled xenoarch turf overlays as the sprites are missing anyways.
2017-06-04 13:29:58 +03:00
Alberyk
e8cbf0fe50 Adds violin destruction (#2575)
Attacking people with the violin will not break said instrument. Also, shooting bottles will now break them as well
2017-06-03 11:32:37 +03:00
Alberyk
db1c130e1c Adds regular leg actuators to mecha fabricators and tweaks their presence on hardsuits (#2577)
-gives a sprite to the leg actuators, mounted kinect gun and mounted termal drill
-adds regular actuators to the mecha fabricator, with enough tech and materials
-gives the ert leader the military version of the actuators, while the rest gets regular ones
-tweaks some modules around the hardsuits
2017-06-03 11:24:35 +03:00
skull132
61826d2fa1 SOFTREF macro (#2574)
Adds a SOFTREF macro because it's an actual PITA to write out. Refactors all applicable usecases of it to use it. I've left out some NanoUI stuff because you know my preference at being explicit when needed.
2017-06-02 20:22:38 +03:00
Alberyk
e2acfcd38e Makes species with the NO_BLOOD flag immune to most chemical stuns and effects (#2568)
Makes species with NO_BLOOD (skeletons, shadows, golems, etc) immune to most knock down/stuns/etc chems, no more injecting skeletons with chloral hydrate.
2017-06-02 18:59:41 +03:00
Lohikar
0038ff84f6 Misc tweaks & fixes (#2572)
changes:

Minor performance tweaks & light fixes to wall shield generators.
Added more subsystem targets to the subsystem panic verb.
Speculative fix for #2532.
Fix non-human voidsuit helmets not having a light overlay on the on-mob sprite.
2017-06-02 16:56:22 +03:00
Synnono
ebaffcfaf5 Synnono Meme Foods Recipe Expansion (#2567)
Adds 26 new recipes (18 Microwave, 5 Oven, 3 Fryer) to the kitchen, including curries, dank (and sliceable) brownies, and bear meat recipes!

Adds 2 new reagents: Space Spice, a condiment found in the kitchen flour closet and used in many of the new recipes, and Brownie Mix, a dry mix of flour, sugar and cocoa that serves as the base for brownie recipes and doesn't conflict with other baked recipes.

Adds sprites for new foods, as well as new trash sprites for dumplings and brownies.
2017-06-02 16:39:24 +03:00
Lohikar
eef922d41d Additional macros (#2571)
Adds some nonsensical defines from /tg/ that may prove useful for debugging.

Thanks BYOND.
2017-06-02 16:08:54 +03:00
Alberyk
8d1fe5b829 Fix ipcs being blinded by pepper spray (#2561)
Fixes #2559
Fixes #1154
2017-06-02 01:17:57 +03:00
Werner
f59d810fc4 Automatic CCIA Announcements (#2564)
Automatic Announcement of CCIA General Notices

Should come to about 12,5% with the current weight
2017-06-02 01:15:09 +03:00
Alberyk
19c449b336 Buffs plantbgone to don't be useless (#2563)
Buffed the toxin damage of plant b gone, not back to old levels, but enough to be far more useful and noticiable.
2017-06-02 01:13:29 +03:00
Alberyk
681a658890 Replaces all references in game of the exodus with the nss aurora II (#2555)
Fixes #2501
Also, using cameras won't show exodus anymore
2017-06-01 19:47:18 +03:00
Lohikar
03bf22eee6 Convert most mobs to Initialize() (#2540)
I'm sure this won't break anything at all.
2017-05-31 22:58:54 +03:00
Alberyk
69bd8e5ae1 Fixes ipcs gender and maybe their tags (#2544)
-baselines and industrials ipcs will now have the neuter gender, shells can still be female or male, also they won't spawn with internal boxes anymore
-this may fix #1549
2017-05-31 22:56:52 +03:00
Ron
32204aabaf Borg Hypospray Change (#2547)
This makes the borg hypospray take 3 seconds to inject someone.

Associated thread: https://forums.aurorastation.org/viewtopic.php?f=18&t=8197
2017-05-31 11:43:46 +03:00
Lohikar
90b6691c8f Sunlight (#2542)
Implements a configurable sun for a sunlight effect using the lighting engine.
Abuses Z-lights to illuminate Zs in a semi-realistic way.

Kinda slow at setting state, but state changes shouldn't lag & are rare.

Also adds the ability to create lights that ignore visibility when calculating range, causing them to shine through objects/walls.
2017-05-31 11:43:18 +03:00
Lohikar
1db5663128 Move various icon caches into a new subsystem for organization (#2538)
changes:

Blood overlays are now cached and do not involve world iteration.
Moved every global icon cache I could find into a new SS for organization & easier debugging. SS does not fire or init.
2017-05-31 08:37:39 +03:00
Lohikar
00372a2872 Update config (#2551)
changes:

Added some entries to the example config that were implemented but not listed.
Updated level defaults to actually correct values.
Added blurb about changing MC_TICKLIMIT_INIT on testing servers.
Removed broken config option ALLOW_AI.
Removed unused statclick var from configuration datum.
Added config support for setting sealed levels.
2017-05-31 08:37:14 +03:00
Alberyk
07b21a9db7 Bufixes (#2549)
Fixes #1550
Fixes #1609
Fixes pumpkins having the wrong sprite
Fixes clothing not updating the blood overlay when you spray it with cleaner
Fixes wizards being able to select the apprentice book
2017-05-31 01:14:05 +03:00
Juani2400
5c8b33d4f4 [Newmap] Modifications and bugfixes. (#2543)
Fixes: #2380, #2475, #2496, #2500, #2504, #2506, #2514, #2518, #2519.

Adds new flooring decals for the Medical Bay. These are of the same style that those that already existed,
but fit to the layout and naming of the new map's Medical Bay. There are new signs for the EMT, General Treatment Room, ICU, Ward and Cloning.(Images below)

Slightly modifies the layout of the Medbay, and the CE's office.
(Images below)
2017-05-31 00:01:12 +03:00
Lohikar
cb6819f466 More NanoUI cleanup (#2545)
changes:
- NanoUIs and objects are now cleaned out of open_uis when their UIs are closed instead of leaving their entries in the list forever.
- Cleaned up a bunch of open_uis code.
- Common NanoUI files (css, js) are now loaded into the rsc instead of loaded at runtime.
NanoUI no longer sends coder resources that the client doesn't actually need.
2017-05-30 21:38:23 +03:00
skull132
4d7b0f6076 Fixes leg actuators not blocking fall damage (#2546) 2017-05-30 16:26:32 +03:00
Alberyk
a1b11731ec fix planting c4 in open turfs (#2539)
Fixes #2468
2017-05-29 23:39:05 +03:00
skull132
c95cca4cd8 /tg/ style observer follow links (#2534)
Adopts the /tg/ style of ghost follow links. This is to make clicking them a less of a PITA when you're a ghost. All links tested as functional and properly formatted.
2017-05-29 23:03:19 +03:00
Lohikar
0ad3d4c189 Round-end statistics (#2483)
This PR adds a system to display round statistics at the end of the round, with the option of logging said statistics to the feedback database.

Tracked stats:

Most deaths by ckey.
Number of people cloned.
Number of times humans have fallen into openturfs.
Number of times humans have died from falling into openturfs.
Number of times humans have been gibbed.
2017-05-29 22:42:19 +03:00
Alberyk
b490769175 Adds netgun, haywire rounds and gun related fixes (#2456)
-adds the netgun, replacing the syndicate cyborg energy crossbow with a downgraded mounted version, and giving the heisters a chance of getting one of those in their random gun spawn
-fix the meteor gun, giving it a new sprite and fixing the wrong icon state on the projectile
-ports emp/haywire rounds from baystation, only .38 and 12 gauge rounds
-fix the action button of the am rifle not wielding it
-gives the wizard staffs tech levels
-removes the xray crate from cargo
Fixes #1923
2017-05-29 22:41:38 +03:00
Alberyk
09243fa0ff Chemical overdose changes (#2444)
People gon' die.
2017-05-29 22:41:21 +03:00
skull132
a3ec0cf45d Better SQL prepared statements (#2474)
The system used to be of complexity O(n^2). Essentially two for loops running per every argument. Which ended up being surprisingly slow (there were instances where I saw the argument parser as using quite a lot of CPU time).

This replaces it with a more linear algorithm. It's somewhere near O(n) where n is the length of the unparsed query. Which is more stable and faaaster. This comes with two changes, however:

Parameters inside the query now have to be delimited from both sides with : (colons). The alternative to this would be to use something like $n or just assume that space marks the end of a marker. Only the former is workable, the latter would break a few queries already.
Arguments in the argument array no longer have to be prefixed by : (colons). So, while in the query you would write :thing:, you'd initialize the array of args as: list("thing" = somevar). It could be made to work without it, but eh, I think this is fine.
Argument validation is slightly weaker. What I mean by this is that with the old system, unused keys would result in an error. This is no longer a thing. Missing keys will still result in an error, however.
One more improvement: double delimiting removes an edge case where if key A partially covers key B, depending on the order, key A would mangle key B.
Updated and tested all queries that I could find. So this should be good.
2017-05-29 21:17:41 +03:00
LordFowl
b88d6aaadb CrissCross Gamemodes Explained (#2522)
Gamemodes that haphazardly crash two or more other gamemodes together are now explained in their voting option, so we can stop having to explain it to OoC literally every round
2017-05-29 19:30:25 +03:00
Alberyk
87c3a57b02 Heist base changes, arrivals dock changes and minor map fixes/tweaks (#2526)
-removes the flares from the officer's locker, because they are already added via code, it seems
-fixes the iaa being stuck inside the sec meeting room when they spawn
-fixes this #2326 again
-fixes the maint airlock before the kitchen having no access
-the heist base now uses dynamic lighting
-replaced the regular wardrobes with lockers with access in the spawn area checkpoint to avoid greytiders looting it
-the arrivals shutle dock is now its own area with its own apc
-added a robotic cryo console to the ai lift entrance
-replaces the hop's supply request console with a supply control console
-places the creed's office and the admin shuttle behind blast doors
Fixes #2505
-fixes being unable to sawn off double barrel shotguns
2017-05-29 13:13:01 +03:00
Lohikar
15c1b4969b Convert some overlays (#2525)
changes:

Converted some overlays to SSoverlay.
2017-05-29 13:04:57 +03:00
Alberyk
aad350be12 Makes carp, drones and flying/floating mobs immune to fall (#2527)
Carps, combat drones, faithless, bats, caverns dwellers, parrots, viscerators and the like won't fall anywhere when they walk into an open turf, they can also travel across z levels in case a player is controlling them.

Also, makes cats immune to fall damage.
2017-05-29 13:04:34 +03:00
skull132
36dfee27eb Leg actuators for RIGs (#2421)
Preview: https://kama.skullnet.me/index.php/s/GsEdb7q733nO1LK

Okay. These modules allow you to fall from any height without taking damage. As long as your suit is powered and they're enabled, anyways. Secondly, they allow you to leap! Civilian grade allow you to leap 4 tiles, military grade ones (syndicate + ERT commander) allow you to leap 7 tiles and to also grapple people (Vox leap feature).

On top of that, if you middle click on the tile you're on with them selected, you will try to leap upwards. If the tile you're facing above you is a solid (non-open turf, but not dense either), then you will start to climb onto that tile. Civilian grade model isn't powerful enough to jump you there fully, so you gotta spend 4 seconds grappling for your life. Get interrupted in that time, you fall. Military grade models hop you instantly.
2017-05-29 01:29:35 +03:00