Commit Graph

930 Commits

Author SHA1 Message Date
skull132
a07a459f9e Revert "Adds snake people (#2029)" (#2031)
This reverts commit 0167ad4e80.
2017-04-01 23:39:12 +03:00
Alberyk
0167ad4e80 Adds snake people (#2029)
Changes:
-adds snake people as a whitelisted species
-adds tail mechanics, ported from europa station, to the snake people, you can coil it up, people can attack it, stomp the tail and etc
-snake people can spit poison
-snake people can't use shoes
-snake people also have some other features like having a minor brute resist, claws and cuff breaking
-snake people can have different scale colors and eyes colors, but green is the best color without doubt
-also adds snake people
2017-04-01 19:43:43 +03:00
Alberyk
670adb46a2 Do not Nerf pylons, sadly, and other things (#1962)
-nerfed overall accuracy, and removed burst, of the scout rifle
-removed a fuckton of white space from nanacode
-should fix ipcs being stung by changelings at long last
2017-03-22 20:14:45 +02:00
NanakoAC
791dfda69f Pylon Balance Pass 1 (#1963)
Iterative balancing of pylon turrets based on feedback and observations. Small nerfs in a variety of areas.

Notably, removed armor penetration from the base (non-empowered) turrets.
Slightly reduced damage, range, durability and empower gain
2017-03-22 15:17:50 +02:00
NanakoAC
67bb388a5a Additional Pylons (#1870)
This PR adds a new utility mechanic for the cult. Pylons can now be upgraded into arcane defensive turrets, which fire bolts of demonic energy. These turrets are entirely automated, somewhat-rapid firing, extremely accurate and quite long ranged, but their damage is very low, and thus their total DPS, even with the fire rate, is still far lower than most real ranged weapons.
2017-03-19 00:06:36 +02:00
Lohikar
263bb7ab8d RnD & Cat fixes (#1913)
changes:

bugfix: "Fixed an issue where some objects could not be deconstructed with RnD."
bugfix: "Helmet lights now actually display the powered-on sprite."
bugfix: "Cats on heads no longer magically turn invisible."
bugfix: "Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe."
imageadd: "Duffle (duffel?) bags now have in-hand sprites."
Fixes #1158 
Fixes #1662
2017-03-12 12:18:58 +02:00
Alberyk
54b64c3688 Loadout fix and virus immunity additions (#1804)
-changed some things on the tweak path loadout to avoid runtimes
-fixed some species being affected by virus when they should be immune to them
-fixed being able to miss when firing point blank
-tweaks a bit more the corporate safe contents
-moves some clothing objects to the proper place and fixes some names
2017-02-24 19:12:16 +02:00
Lohikar
2b9aa21421 Spark Fixes (#1764)
changes:

Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
2017-02-14 14:37:16 +02:00
NanakoAC
11550748f7 Laser Rebalance (TEST-MERGE) (#1701)
This PR reduces the damage of most normal lasers by 25%, down to 30 per shot. Pistols are reduced slightly more, to 25 per shot.
In addition it also strips or reduces armor penetration in most cases.
2017-02-11 15:39:26 +02:00
Alberyk
ed6dbee896 Bay wizard port/rework (#1635)
Ports the newest bay wizard version, with some additions and changes.

General changes:
-ported the newest bay wizard
-wizards can select some school of magic, which also changes their spell selection as whole.
-added several new spells, like raise dead, contracts that bind the person with the wizard, and more.
-added wands, limited sources of certain types of effects/spell, also with their own bad effects for non wizards
-changed the wizard checks to a faction check instead of a mind check
-fixed wizards without certain slots due to race being fucked over due to it
-added new artifacts
-balanced some spells like the emp
-added a lot of new sounds to spell, mostly from tg
-remove horse mask from spell selection, also, you can melt the mask with acid now
-wizard's spell are now displayed at round end like traitors and what they did buy
-also fixes vaurca, and vox, antags spawning without a mask by default
2017-02-07 18:45:42 +02:00
Lohikar
f544fe43b1 Processor-driven effects system & Minor Lighting Performance Tweaks (#1697)
Adds a new process-based effects system with the goal of reducing insane lag from sparks.
Currently only supports sparks, but should be easily extendable to other types of effects.
Also fixes a bug with airlocks where the light from bolts wasn't updating.

Refactors bears slightly to reduce duplicated code & pointless spark object creation and destruction.
Lighting profiler will now log /turf locations & names correctly.
Doors will no longer trigger way more visibility checks than they need to.
2017-02-04 03:34:13 +02:00
Alberyk
2c280c8341 Mandatory gun update (#1685)
-added new sprites for rubber and rifles casings
-made bullets path less dumb
-added some new gun sprites, like the large crossbow and zipguns
-added a new tatical sprite mask, with support for unathi, tajaran and vox
-added back sprites for some items like bats and scythes
-fixed being able to saw off sawn-off shotguns forever and ever
-fixed a typo on the custom loadout
-nerfed the brain damage of the mind flayer, since brain damage is lethal now
2017-02-04 00:11:34 +02:00
NanakoAC
2cb3bb1a78 Lawgiver and random fix (#1658)
Fixes an issue that popped up with obj/randoms, they werent getting sucked into lockers

Also fixes that lawgiver runtime.
The issue that previous fixes miss is that DM casts implicitly and without safety checks. Casting an animal to a human does not result in null. an istype check is needed
2017-01-29 21:16:14 +02:00
Alberyk
1d58b6637c Fix heist not ending again with the transfer shuttle (#1633)
-fix heist not ending when the transfer/emergency shuttle lands at odin
-remove the santa bag from the random bags pool
- Fixes #1634
-fix the scrying orb killing people
2017-01-24 20:28:17 +02:00
Alberyk
59584ae772 Tray, paper bin and bottle fixes (#1631)
- Fixes #1630 
-fix juggernauts breaking the shit out of door real fast
-fix trays having literaly no delay when smacking someone with one
- Fixes #1628 
-changes the recipe of sbiten, because it makes literaly zero sense for it to use vodka instead of mead, also added a bottle of it, spritted by datberry
-fixed bottles spawning without a name and icons on the cargo spawn, the base objects for bottles are just empty bottles now
-fix missing eye tape on mob sprite
-remove the last bit of "you can't fire a gun on help intent"
2017-01-23 23:41:33 +02:00
Alberyk
68dc556434 Automatic pistol, nutriment and sprites fixes (#1617)
-fix #1217
-fix being unable to put the tactical pistol into belts/holsters, also remove needless code from it
-fix the scout rifle not accepting other magazines
-fix the hardsuit nutriment being useless and just dealing minor toxin damage
-fix missing tactical masks and tapes from unathi and tajaran sprites
-fix tapes cuffs, blinders and etc not updating when equiped to said mob
-some extra tweaks to the hud code
2017-01-21 17:23:11 +02:00
NanakoAC
a5f2c558de Event tweaks, misc changes and fixes pack (#1588)
Fixes #1576 
Fixes #1439 
Fixes #1510 
Fixes #1508
2017-01-20 19:23:04 +02:00
Alberyk
f253c2c381 More delay issues, magboots, knive-boot, marble and ccia (#1586)
- Fixes #1583
- Fixes #1031 
-adds some checks for magboots
-reduces the hardness of marble
-finally adds a delay when attacking common mobs with weapons
-finally adds a delay of cult mobs attacking things, like machines
-fix the flash pistol having no flash rounds
-fully remove custom items gloves from spawning from cargo
-replace all the references of ahdomai and S'randarr with Adhomai and S'rendarr
-import a bay fixe to hud runtimes
-removes christmas pun pun
-replace the old appearance that the ccia used with the newest and most robust one
-do more changes on the ccia code at ccia request, also, removes all the red and blue shit from it
2017-01-18 18:56:06 +02:00
Alberyk
fef884c865 Fix #1544 and cloning attempt (#1545)
Fix #1544
May fix some cloning related issues.
Fix the ert snowflake pistol not fitting inside holsters
Added a warning to the victim of spider egg erp injection
2017-01-13 23:38:17 +02:00
Lohikar
0b5fdba52d Miscellaneous Fixes & Tweaks (#1504)
changes:

tweak: "Auto-Hiss should no longer act on sign languages."
tweak: "Auto-Hiss should no longer act on Tajaran languages."
tweak: "Auto-Hiss should no longer act on Unathi languages."
tweak: "Examining an IPC no longer checks their non-existent pulse."
tweak: "You can no longer check the pulse of a species that does not have one."
bugfix: "Examining a human-type mob with robotic limbs no longer shows red examine text for each limb."
bugfix: "Examining a human-type mob now shows hunger level again."
bugfix: "The Ninja's self-destruct should actually kill the Ninja now."
bugfix: "You can no longer use sign language over radios."
Changes not in changelog:

Cleaned up the BST's code a bit.
BSTs now understand/speak the newly added languages
Added #define for languages that did not have them.
BSTs now understand/speak Vaurca Hivenet.
Slightly tweaked names/descriptions of BST items.
Fixed runtime from lawgivers overhearing speech from non-human mobs.
Fixes #1492
Fixes #1500
Fixes #1505
2017-01-12 00:23:33 +02:00
Alberyk
9d2bf7fd6a Fix holster runtime and more gun names (#1480)
fix #1465
more gun naming things
fix constructs being able to smash airlocks at speed of light
2017-01-09 17:18:00 +02:00
LordFowl
13ac6c9351 Plenty'o'fixes (#1478)
Nerfs blob rollercoaster of death by making it so that blobs cannot interact with the mobs inside of other blobs.
Replaces blob's gibbing mobs with husking humans, merely killing borgs, and gibbing everything else.
Makes flamethrowers modestly more effective versus blobs - a consistent source of minor AoE damage.
Makes blobs more aesthetically pleasing.
Distinguishes the main core from the aux cores slightly more.

Fixes #1426
Fixes #1427
Fixes #1432
Fixes #1461
Fixes #1464
Fixes #1471

Modifies BFG's to be more like actual BFG's.
Fixes Industrial IPCs being able to select Baseline IPC screens.
Fixes several baycode company names to fit ours in guns. Changes several of our guns to fit Baycode's naming paradigm.
2017-01-09 01:04:36 +02:00
Alberyk
cf62782e64 Baymerge master fixes and additions (#1455)
FIxing lamarr cage having no click cooldown when being smashed.
Fix other missing cooldown checks in some other places
Fix #1448
Fix spiders egg implantation being borked
Fix #1458
Fix some issues with the bulldog sprites
Fix #1444 by replacing the regular vault with one with random loot, but, loaded with valuable/rare items instead of just junk
2017-01-08 12:03:08 +02:00
Lohikar
1a7eabd197 More fixes (#1405)
Fixes a bug where shining penlights in eyes wouldn't print medical diagnostics messages.
Makes the penlight's eye protection detection a bit more tolerant/intelligent.
Fixes the sprite on the non-modular power monitoring console.
Fixes the sprite on the telecomms traffic control console.
2017-01-07 12:47:56 +02:00
LordFowl
fdafaf39b5 BayMerge DLC Pack (#1355)
Ports totally;
https://github.com/Baystation12/Baystation12/pull/12389/files
Baystation12#14599
Ports partially;
Baystation12#14216 (only blob-related functions)

All the failure messages have been replaced with failure events in industrial drills, that range from probably lethal to certainly lethal and in one case just moderately annoying.
2017-01-05 00:06:44 +02:00
Alberyk
8c1ad1a6ae Another gun update and cooling unit update (#1387)
-fix several wrong tech origin related to the guns
-tweak some sprites
-add x-ray laser rifle
-add new sprites for the suit cooling unit, with one when being worn on the back
-fixed suit cooling units not working when worn on the back and inside exosuits
2017-01-04 03:15:23 +02:00
skull132
b7b8e2b202 Fix glasses + ventcrawling vision (#1371) 2017-01-03 01:32:29 +02:00
Alberyk
a151d808a1 Dev related fixes (#1362)
Fix #1360
Fix #1340
Also, some minor tweaks to the random maint loot
2017-01-02 02:21:42 +02:00
LordFowl
7ccdf4e815 Bugs, Bugs Everywhere. (#1351)
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.
2016-12-31 04:17:02 +02:00
LordFowl
bc8871ac2b Shells and Periphery (#1327)
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.
2016-12-28 02:23:26 +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
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
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
printer16
70e30d0f43 Fixed ERT Update (#1266)
Credits for content go to Serveris. All I did was fix it up for the baymerge and got it working in-game (Yes I know zipties don't stack. I couldn't figure it out. Maybe latter.)
2016-12-23 02:09:49 +02:00
Alberyk
d2b49ab1cb Hoodies and sec gear fixes (#1272)
Changes:
-ported hoodies from polaris/tg, I will place them somewhere someday
-fixed missing sec berets and badges missing sprites and being wrong at all
-fixed a lot of unecessary/troublesome code with the hos gear
-force gloves have a different sprite now
-fixed missing visible message when being hit by bullets
2016-12-22 20:07:01 +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
Alberyk
7267ec826c Captain voidsuit, rolling up sleeves and minor fixes/tweaks (#1247)
-added BRAINOS corporate sprites
-added BRAINOS captain vodsuit sprite, with a cicler mapped in the captains office
-fixed some red sec scum decals
-removed the dumb gun help intent thing
-added rolling up sleeves
-fixed some minor things with the merge, like wrong e-pistol names, besides changing the fire-rate and flashbangs missing in sec lockers
2016-12-19 02:07:59 +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
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
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
Alberyk
5bfa01d79e Syndicate borg fix mk II and bees. (#23)
Reverting back to old code, but, now fixing all the issue, and fuck ghost trap for this for now.

Also, re-adding our unique murderous bees.
2016-11-27 20:00:35 +02:00
Alberyk
de74140f89 Fixing mechanical traps and portable flashers (#1173)
Traps will trigger don't matter if you are walking or running, same with portable flashers.

Also, fixing a missing shotgun box sprite and a the wrong gun in the supply cargo crate.
2016-11-21 12:06:51 +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
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