Commit Graph

5468 Commits

Author SHA1 Message Date
Lohikar
982bf9b1a1 Fix species radiation multipliers (#1325)
Fixes radiation so species' radiation_mod values are actually applied.
Refactored radiation application to use proc apply_radiation() instead of directly modifying the variable.
2016-12-28 01:15:20 +02:00
Alberyk
26164fde90 Tajaran fixes and addition of siik tajr (#1323)
-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
2016-12-27 23:39:36 +02:00
skull132
9bca1343ae Merge: death and respawn (#1318)
Fixes #1314 .
Fixes a runtime error from setting time of deaths.
Fixes #1309 
Fixes #1312
2016-12-26 17:31:23 +02:00
Alberyk
5a54b7a030 Replacing the station nuclear bomb with a terminal (#1316)
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
2016-12-26 17:14:11 +02:00
Werner
a0078b9aed Tajara Subspecies (#1300)
Two subspecies for tajara as requested by the lore dev.
2016-12-26 17:13:23 +02:00
skull132
1ee2bc7f43 Fixing blindness (#1317)
Fixes #1315
2016-12-26 12:49:40 +02:00
skull132
22c43472ae More Merge Fixes (#1304)
* 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
2016-12-26 02:34:29 +02:00
Alberyk
871b2dc302 Unathi alt language and more fixes (#1299)
-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
2016-12-25 20:51:15 +02:00
LordFowl
f1897e2ffb Fixing Charging bugs and Breeder bugs (#1296)
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.
2016-12-25 20:50:12 +02:00
LordFowl
93600f51b5 Nerf Frag Grenades & Cyborg self-destruct (#1290)
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.
2016-12-25 20:48:45 +02:00
Werner
5df9509435 Computer tweaks (#1285)
Pulling in some computer changes from bay.
2016-12-25 14:19:50 +02:00
LordFowl
93143a8e45 Vaurca Update Dec2016 (#1289)
Adds Vaurca subspecies and a whole slew of content related to them. Also, custom organs for them.
2016-12-25 01:11:09 +02:00
Alberyk
7c8cf8408e Fixing missing socks on the character menu and other minor things (#1291)
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
2016-12-24 21:55:05 +02:00
Alberyk
b247ba78a4 Adding socks (#1284)
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.
2016-12-24 04:28:43 +02:00
printer16
657ca8acb3 Bug fixes (#1214, #1219, #1174, #1185, #1202, #1170) (#1274)
Fixes #1214 
Fixes #1219 
Fixes #1174 
Fixes #1185 
Fixes #1202 
Fixes #1170
2016-12-24 04:14:00 +02:00
NanakoAC
6cef8c9074 Attack Proc fixes (#1259)
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.
2016-12-24 03:34:23 +02:00
NanakoAC
4e5556e9d9 Mouse Skeletons (#1279)
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.
2016-12-23 20:52:27 +02:00
Alberyk
7fe4433669 Syndicate borg rework and general fixes (#1275)
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
2016-12-23 20:16:23 +02:00
NanakoAC
e221a91049 Nutrition fixes and tweaks (#1265)
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
2016-12-22 18:13:00 +02:00
Alberyk
1c520de9d2 More minor baydev fixes (#1250)
- 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
2016-12-21 22:34:24 +02:00
LordFowl
5ccb627531 BayMerge Bugfix; Fixing guns, update computers. (#1263)
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.
2016-12-21 21:48:04 +02:00
SoundScopes
97bb1e8e38 Travis: Indentation / list fixes (#1254)
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.
2016-12-19 16:40:52 +02:00
skull132
cdd4772177 Merge branch 'master' into merge/level_dev_master
# Conflicts:
#	code/game/machinery/vending.dm
#	maps/exodus-1.dmm
#	maps/exodus-2.dmm
2016-12-19 00:23:19 +02:00
skull132
37fa1e947e Implement Vaurca mob tests (#1244)
Also fixes Vaurca having NO_BREATHE flag on accident.
2016-12-19 00:16:10 +02:00
Alberyk
2c6dad2dd3 More bay merge fixes (#1243)
- 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
2016-12-18 22:13:42 +02:00
skull132
c7352e45a5 Unit tests - Tag matcher (#1237)
Clears out all bad HTML tags noted by the tag matcher unit test.
2016-12-18 11:54:05 +02:00
Alberyk
89ae849adc Bay merge fixes (#1225)
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
2016-12-18 10:52:16 +02:00
skull132
4687b7d2e6 Fix language more 2016-12-18 01:27:32 +02:00
skull132
f3b42ad1d8 Rootsong -> LANGUAGE_ROOTSPEAK 2016-12-18 01:18:41 +02:00
skull132
9b094ad0eb Merge branch 'upstream/development' into development
# Conflicts:
#	code/_helpers/time.dm
#	code/game/objects/items/devices/floor_painter.dm
#	code/game/objects/items/stacks/medical.dm
#	code/global.dm
#	code/modules/cargo/randomstock.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/mob_movement.dm
#	code/modules/paperwork/faxmachine.dm
2016-12-18 01:06:45 +02:00
LordFowl
c46ae8cb42 Christmas Update (#1203)
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.
2016-12-06 17:01:21 +02:00
Bedshaped
48f9c995b6 FINISHED ALL NON-PREF ERRORS (#27)
* 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
2016-12-04 19:39:20 +02:00
Werner
a1a1d6c17e Some more bug fixes (#26)
Some more bugfixes.
The Windoor changes from Nanakos pull might conflict.
So merge that first and I´ll resolve as needed.
2016-11-30 18:30:06 +02:00
skull132
a0aa10837e Reduce more compiles 2016-11-27 18:34:26 +02:00
Bedshaped
924507246d Clearing compiles (#22)
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
2016-11-22 22:21:35 +02:00
skull132
f8ab076794 Runtime fixes for life() (#1172)
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.
2016-11-20 18:21:41 +02:00
NanakoAC
8181c3e15d Nymph hats (#15)
Resolves five compile errors with nymphs wearing hats.

Nymphs can wear hats now.
I added a todo so we dont forget to test it out
2016-11-20 14:27:21 +02:00
NanakoAC
cdb38b03eb Updateicons (#16)
Fixes a couple compile errors with human/update_icons
2016-11-20 13:23:34 +02:00
Werner
a878524089 Baymerge fixes (#13)
86 errors
2016-11-19 18:56:00 +02:00
NanakoAC
92d442b9f0 Fixes some issues and reverts some changes to cyborgs (#14)
Removed cyborg RCD upgrade
Fixed tox mod
Fixed four sound pref defines
2016-11-19 18:54:51 +02:00
Werner
ab413348ff Baymerge fixes (#12)
* Fixing compile errors

* Some more fixes

* Some more fixes
2016-11-19 11:56:49 +02:00
Alberyk
908fc933f9 Fixing more error and the return of banhammer (#10) 2016-11-18 23:03:56 +02:00
NanakoAC
182d4375be Animal healing fix (#1162)
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
2016-11-18 22:03:43 +02:00
NanakoAC
59a12335bd Cargo Tweaks (#1157)
Adjusts some more weights and probabilities on cargo items that affect balance.

Fixes adminordrazine spawning.
Tweaks sprinting values a little more. Iterative design!
2016-11-18 21:59:46 +02:00
Werner
3e92d63ddf Fixing compile errors (#9) 2016-11-18 18:03:27 +02:00
Alberyk
38a0033b2e Fixing compile errors (#8)
* Fixing more errors

* Update baystation12.int
2016-11-12 12:47:43 +02:00
skull132
f75e1f3cca Indentation clearance + basic compiles
Due to missing includes, primarily.
2016-11-12 01:02:50 +02:00
skull132
ee68f3c9d0 Final merge
Merge branch 'development-2' into development

# Conflicts:
#	baystation12.dme
#	code/_helpers/icons.dm
#	code/controllers/master_controller.dm
#	code/game/machinery/Sleeper.dm
#	code/game/machinery/computer3/laptop.dm
#	code/game/machinery/doors/door.dm
#	code/game/machinery/floorlayer.dm
#	code/game/machinery/vending.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/objects/effects/decals/contraband.dm
#	code/game/objects/explosion.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/storage/boxes.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/window.dm
#	code/modules/clothing/spacesuits/rig/rig.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/mob/freelook/update_triggers.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/human_movement.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/species.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/mob_movement.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	nano/templates/sleeper.tmpl
2016-11-12 00:10:21 +02:00
NanakoAC
5494770b20 Sprinting and Movedelay fixes (#1139)
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.
2016-11-09 11:28:51 +02:00
inselc
da2f74a9ff Bugfixes: Fax machines, CentCom turrets, Robo-limb emag. New feature for monkey cubes (#1116)
Fixes #1059, #131 
Resolves #1020 
Fixes #1100 
Resolves #663
2016-11-06 20:34:29 +02:00