Commit Graph

6911 Commits

Author SHA1 Message Date
Alberyk
cac92dfcc9 No more narsie over the news, and some minor fixes (#866)
no more cult of nar'sie over the news
no more yelling over breaking cuffs
ninjas should start with a contract uplink now
fixing a missing bluesec sprite
Removing vox from the species you can select at character creation
Fixed the L6 SAW using the wrong ammo type when reloading
2016-09-10 22:37:55 +03:00
NanakoAC
967cb1ece7 Bee Fixes (#859)
Fixes #526 
Fixes #202 

bugfix: "Attempting to grab or pull bee swarms no longer works"
bugfix: "Fixed bee swarms still flying around when dead and appearing to be unkillable."
tweak: "Bees now take double damage from fire."
tweak: "Thick material clothing now protects against beestings."
tweak: "Beekeeping crate is no longer contraband in cargo."
2016-09-10 22:37:38 +03:00
Bedshaped
1668df7f9c Ventcrawl port from Bay12/VG (#852)
Original code from /vg/, port credit goes to Zuhayr.
2016-09-10 22:36:07 +03:00
NanakoAC
804851f6f6 Diona Overhaul - SEP2016 (#442) 2016-09-09 23:55:48 +03:00
NanakoAC
5d91bf1698 Medical/Cyborg Tweaks (#864)
changes:

tweak: "Surgeon and Crisis cyborg modules renamed to Medical and Rescue, Janitor cyborg module renamed to Custodial."
tweak: "Tweaked equipment of cyborg modules."
rscadd: "Grippers can now grab valid items inside any unsecure container"
2016-09-07 10:11:10 +02:00
James Smith
b6ba43bdf4 Cleanbot fixes. (#855)
This code merges in some baycode, coupled with various efficiency fixes of my own. Cleanbots will no longer infinite loop when created, their patrol routines have been vastly improved and they use very little resources. Tried to call AStar() as little as possible.
2016-09-06 22:51:10 +02:00
SoundScopes
2118078422 Fixes a slight exploit from #848 (#863)
Fixes an href hack/unintended access to the paper seen by a camera.
2016-09-04 19:45:00 +02:00
Alberyk
2c59299902 Improvements and tweaks to the syndicate borg (#853)
In this update:

tweak: syndicate borgs can now select a name when spawened
bugfix: fixed them having the wrong lights
2016-09-01 20:47:32 +02:00
SoundScopes
893398104f SoundScopes' bugfixes - 01SEP2016 (#848) 2016-09-01 20:45:18 +02:00
Alberyk
b39d927ac1 Cult construct and firelock improvements (#807) 2016-09-01 20:41:19 +02:00
skull132
7a554bdeee Merge branch 'master' into development 2016-08-25 17:18:13 -04:00
Bedshaped
7829408335 Adding species helpers (#770)
ishuman_species(jim) will return 1 if jim's a human and 0 if he's a filthy xeno

all are the form isTYPE_species()
2016-08-26 00:17:58 +02:00
NanakoAC
e240def2bf Contained Sprites v2 (#758)
Overhauls the contained sprites system to be feature complete in terms of what it can do and offers. Now almost all cases of clothing and other items may use the system properly.
2016-08-25 16:55:42 +02:00
Bedshaped
d550b699e1 Fixes #803, fixes #226 (#809)
bugfix: "IV Drips not letting you set allowable rates."
tweak: "Min chemical volume lowered to avoid weird behaviour at low rates."
rscadd: "Examining an IV Drip will tell you the transfer rate."
bugfix: "Spiderbots are no longer invulnerable."
tweak: "Destroyed spiderbots will leave behind a brain."
tweak: "Spiderbot health increased from 10 to 25."
2016-08-25 16:49:40 +02:00
Alberyk
0a6d6741ac Fixing some minor issues with hair (#763)
Fixing missing Overeye Very Short, Alternate sprites and disabled wisp due to god-awful coloring/sprite issues for now.
2016-08-16 04:53:22 +03:00
NanakoAC
75e13303ea Medical, borg and misc tweaks (#714)
tweak: "Tweaked surgeon cyborg modules: Added chemistry gripper, removed fire extinguisher, and added soporific to their hypospray."
tweak: "Removed chemistry gripper from crisis borg."
maptweak: "The chemistry and botany fridges are now see-through, so you can more easily chat with people on the other side."
tweak: "Cost of cyborg renaming module vastly decreased"
tweak: "Renamed medical's Chemical Closet, to Chemistry Equipment Closet. Nobody ever stores chemicals in an unrefridgerated closet."
rscadd: "Added two boxes of empty spraybottles to the chemistry equipment closet."
2016-08-15 19:51:23 +03:00
Alberyk
cebf8e4549 More unathi hair and facial hair options (#752)
More horns related options for unathi. Araskael spritted those.
2016-08-15 14:19:01 +03:00
skull132
485f3f3b56 Fixes for simple animals (#749)
Fixes #742 
Fixes simple animals being antags
2016-08-15 00:36:49 +03:00
NanakoAC
2fcd1eccd3 Special Swords and amputation (#715)
changes:

rscadd: "Chainswords now have an improved animation."
rscadd: "Chainswords and energy blades can no longer get embedded in people."
rscadd: "Chainswords and energy blades can now be used as surgical tools to amputate limbs. Chainswords are messy. Energy blades will cut clean and cauterize the wound"
tweak: "Surgery messages about amputating bodyparts are now very noticeable"
tweak: "Cauterising wounds with a welding tool is much more reliable. Cauterising with a cigarette is no longer effective."
bugfix: "Fixed chainsword held sprite not updating when toggled"
2016-08-15 00:36:28 +03:00
Alberyk
05a82b6e84 Adding more hair options (#743)
Some from old code, spritted by Ffrancis and other ported from Polaris.
2016-08-14 17:02:42 +03:00
Alberyk
11aff7b0bb Porting belt layer toggle (#729)
So, you can set it you want your belt to appear under or above your suit.

Ported from Polaris.
2016-08-14 17:02:21 +03:00
skull132
9b0ce68660 Logs martial arts now! (#727)
* Logs martial arts now!
Because holy hell, those not being logged is stupid.

* Canister jumplinks
Because they're useful.
2016-08-14 17:01:49 +03:00
NanakoAC
f5d78bf420 Emergency mouse fix (#739) 2016-08-13 13:35:25 +03:00
NanakoAC
9d58b77e18 Fixes #721, fixes #710, fixes #706 (#731) 2016-08-12 23:00:27 +03:00
Alberyk
3cd09cb535 Combat module fixes and tweaks (#709)
Fixes #708 
Fixes #707 

Removals thermals from wombat borgs, adds onto syndicate borgs.
2016-08-10 23:54:09 +03:00
NanakoAC
33f7976b40 Fixes #158 (#698)
bugfix: "Fixed a major issue where alien species with cybernetic limbs on spawn would always be the species default colour."
bugfix: "Fixed preview images of nonhumans with cybernetic limbs being tinted the body colour."
2016-08-08 02:18:38 +03:00
NanakoAC
468243db7e Held Mob Fixes (#691)
changes:

bugfix: "Animals climbing onto people will now show a different, correct message, instead of the scooped one"
bugfix: "Fixed an issue where a held animal could be duplicated"
bugfix: "Fixed animals bugging out when placed in crates or unworn containers"
Also removes some unnecessary scooping code from a few animals, which already exists in the parent class
2016-08-06 03:20:38 +03:00
Alberyk
1bdf600f8a First introduction of Moghes-related fauna (#690)
Adding the first animal to a project of some species related fauna. May be used in xenoarch cloning pods or for future shenanigans.

https://github.com/TauCetiStation/TauCetiClassic
2016-08-06 00:50:58 +03:00
Alberyk
67e312363e Adding a sound at the skeleton's death (#689) 2016-08-06 00:50:09 +03:00
NanakoAC
305ab8dd37 Feeding and squeaking tweaks (#681)
An extension based on live testing yesterday. 
Reduced the volume of mouse squeaks a bit, fixed Ian's automated feeding, and addded a couple new food related features to him

I made his scan delay drop when food is around, but scale up to a slower-than normal value if left alone, and added checking for held food. As well as tweaking some food-related vars on corgis
2016-08-05 15:21:41 +03:00
skull132
28b73e68cc Better spam prevention placing (#680)
Removes the spam prevention procs from all background procs, and ensures that they're only placed on procs that the user can initiate.

This will remove the chance of having spam prevention trigger from automated emotes.

Fixes #613
2016-08-05 15:21:12 +03:00
skull132
db200cf633 Merge branch 'master' into development 2016-08-03 14:45:28 -04:00
NanakoAC
d6803a26e3 Respawning Tweaks (#646)
changes:

rscadd: "Respawn timers are now tracked individually for playing as animals (mice), small synthetics (drones and pAIs) and crew (everything else). This means you can now play as a mouse or drone while waiting to respawn as a full crewmember.".
tweak: "You can now spawn as a drone immediately upon joining as an observer, without having to wait ten minutes. There is still a cooldown between respawning as a drone if you just died as one."
tweak: "Slightly improved the error messages if you try to respawn when you've not waited long enough."
In addition, unlisted changes:
The admin verb 'Allow player to respawn' now sets all three respawn timers
Respawn times are now centralised in setup #defines, for easier editing in future
Nonliving mobs will no longer attempt to ghost when deleted. A comment in mob.dm explains this change
2016-08-03 22:34:41 +03:00
NanakoAC
40b1cec944 PAI Candidacy Fix (#666)
Fixes #108 
Fixes #661 
Fixes #608
2016-08-03 22:33:44 +03:00
NanakoAC
3979c813ca Fixes #117, Fixes #118, Fixes #667 (#668) 2016-08-03 22:33:06 +03:00
NanakoAC
d38e6d164f Cancelling and Camfix (#670)
Fixes #123 
Resolves #125
2016-08-03 22:32:05 +03:00
Alberyk
bec6c772e4 Unathi alcohol changes (#664)
Changed asked by unathi lore-person, Jackboot
2016-08-03 03:20:19 +03:00
NanakoAC
73cc47a04c Mice: Resting and squeaking (#598)
A PR for mice
Adds a resting animation, several new audio files, verbs to use them, and a variety of audio changes.
Also fixes a bug where speech_chance was set to zero while sleeping, but not set back when the mouse wakes up
2016-08-02 23:26:26 +03:00
Alberyk
c9f53b0923 New wishgranter and skeletons (#638)
Adding a reworked wish granter, the old ones still exists, and skeletons as a special species (with plans for the future).
2016-08-02 21:45:57 +03:00
NanakoAC
ecf8425a19 Animal Feeding and Hunger (#634)
changes:

rscadd: "Added hunger and feeding system for simple animals, this includes cats, dogs, mice, lizards, chickens, cows, etc"
rscadd: "Animals can now actually consume food instead of nibbling them eternally."
rscadd: "Animals can now be hand-fed by using food on them."
rscadd: "Animals will move more slowly when starving. Examining an animal will show if its hungry."
Basically added a very simple metabolising system for animals, and fixed up various eating/feeding functions. They only metabolise food, any other reagents are just removed and ignored for now, since most chemicals were designed for carbon mobs and often aren't valid
2016-08-02 21:43:03 +03:00
Alberyk
525b3f0864 Adding syndicate cyborgs (#559)
Adding an improved syndicate and a tool that allows people to deploy one, by getting one from the ghost pool.
2016-08-02 21:40:13 +03:00
LordFowl
8254478a3f Fixes to Rnd MkII (#653)
Fixes #648
2016-07-31 01:07:58 +03:00
NanakoAC
fd345f9fb2 Bot Access (#630)
Added Master access to bot control panels for roboticists and research directors

Also added a return 1 to all bot construction steps, to prevent calling afterattack for the items used on the bot. This fixes a couple runtime errors and prevents more in future. Not included in changelog as this is irrelevant to end-users since they cant see runtime errors
2016-07-24 23:55:39 +03:00
Alberyk
32a833fa47 Adding combat modules cyborgs (#617)
This pull will allow cyborgs to select the combat module when it is code red or delta. They come with an energy carbine, flash, plasma cutter, a shield module and one that allows them to go fast.
2016-07-24 23:53:08 +03:00
NanakoAC
b7291faccd Voidsuit Naming Fix (#580)
Fixed many little instances where voidsuits were wrongly referred to as hardsuits
2016-07-24 23:50:36 +03:00
skull132
ca795581ec Of Tugs & Diona (#614)
Diona will now properly gib and remain permadead after gibbing or husking.
Tugs can now be targeted be targeted and snipped at properly.
2016-07-20 18:47:52 +03:00
NanakoAC
de4e73b105 Reported issue fixes (#573)
Fixed hatch overlay not being cut when a firedoor opens
Fixed firedoor hatches drawing ontop of office/blast shutters when both are on the same tile
Drones can now bump open windoors
added attack logs for meteor impacts
slightly increased volume of meteor shield impact sound
fixed meteor event end announcements
2016-07-14 03:59:26 +03:00
skull132
d02967db04 Unique round-ID (#569)
Credit to Mloc from Baystation12. I have no clue why the commit didn't co-author properly after cherry-picking v.v
2016-07-14 01:48:21 +03:00
Alberyk
60f4bee6c1 Alberyk dev fixes (#571)
Fixing some wrong path in robotic modules and missing right ear slot contained sprites.
2016-07-14 01:47:28 +03:00
skull132
6dad07be22 Merge branch 'master' into development
# Conflicts:
#	code/modules/mob/living/carbon/human/species/station/station.dm
2016-07-12 07:16:28 -04:00