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.
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
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#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 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
Several minor mapping changes, basically accounting to stringing up christmas lights and wreaths. Some chairs and tables were removed to make way for glorious Christmas Tree. May their sacrifices be well remembered.
* code\game\machinery\cryopod.dm:482:error: orient_right: undefined var
* code\modules\mob\mob_movement.dm:272:error: mob.last_move_intent: undefined var
* code\modules\mob\living\simple_animal\simple_animal.dm:377&402:error: user.changeNext_move: undefined proc
* code\modules\mob\living\silicon\robot\robot_items.dm:31:error: loaded_item.reliability: undefined var
* fixes whatever to do with chameleon.dm
* camera.dm
* didn't get chameloeon the first time round
* uplink.dm
* code\game\objects\items\devices\PDA\PDA.dm:959:error: U.last_target_click: undefined var
* code\modules\clothing\head\misc_special.dm:159:error: icon_head: undefined var
I gave IS_SYNTHETIC the same value as it has on our repo, hopefully that lazy fix is okay. I didn't want to search trhough where it's usually first assigned
Basically, missing safety checks. Apparently blood_dna is conditionally defined and filled out. This should stop some surprisingly common runtime errors from life() that we've been seeing.
Bypassed review.
Fixes animal healing with food, which i broke a couple patches ago, and healing animals with medical kits, which has never really worked right
I tweaked the heal values on the kits slightly, this wont make much difference to healing humans, only to healing animals.
Also added a doafter thing to make it a tiny bit more involved.
Also adds a little text for animals to make it visible on examination if they're wounded
Adjusts some more weights and probabilities on cargo items that affect balance.
Fixes adminordrazine spawning.
Tweaks sprinting values a little more. Iterative design!
I've implemented compensation for this issue. Whenever world.time overshoots the movedelay, the remainder is subtracted from the next movedelay. This keeps movement speed consistent and actually smooths things out a bit. It doesn't completely solve the problem, but it keeps travel times accurate to within 1 decisecond and prevents it from growing and compounding over long distances.