Commit Graph

103 Commits

Author SHA1 Message Date
alsoandanswer
1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
LordFowl
8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
Matt Atlas
5e9f7f6ddf Modifies some current sounds and adds some new ones. (#5489)
Pretty much title, swapped some sounds around and added a few new ones.
2018-11-10 04:54:14 +01:00
Mykhailo Bykhovtsev
b1a3703a9b Dionea anti-radiation drugs reaction (#5054)
As per request of Lore Dev team, this adds Dionea (allergic) reaction to any anti-radiation reagents. And also toxin regeneration from radiation ...
2018-08-04 21:21:22 +02:00
LordFowl
1086e1fdb2 [Ready for Review] Unapologetic Psych Buffs - Now with 80% less Mike Pence! (#4377)
This PR removes brain surgery's ability to instantly cure all traumas. Now traumas have been roughly divided into four categories of treatment:
1: Chakra therapy cures traumas that directly affect physical behavior, such as tourettes or paralysis. It is accomplished via the crystal therapy pod available to the psychiatrist.

2: Hypnotic therapy cures traumas that directly affect mental behavior, such as phobias or confusions. It is accomplished via the mesmetron pocketwatch available to the psychiatrist.

3: Isolation therapy cures traumas that cause hallucinations. It is accomplished via the metronome and facilitated by the isolation room available to the psychiatrist.

4: Surgical therapy cures traumas that do not fit into the above categories. It is accomplished via brain surgery.

Using the crystal therapy pod's neural scan function will provide the psychiatrist the brain damage the patient suffers from in numerical form. It falls upon the psychiatrist to determine how much of this brain damage is being caused by mental traumas the crystal therapy pod is equipped to deal with. Excessive cycles will cause increasing amounts of radiation damage.

The mesmetron pocketwatch requires the patient to believe in hypnosis. It then puts the patient into a slumber, where the psychiatrist can hypnotically suggest new behavior, provided the patient continues to believe in hypnosis. Each suggestion cures a single hypnotic trauma.
The isolation room is equipped with a metronome. When active, the metronome will have a chance every ticktock of the metronome to cure an isolation trauma, provided the patient is totally alone.

The psychiatry office has been expanded into a complete mental health ward. The only thing it is lacking is beds, as I believe recovering mental health patients still belong in the recovery ward.

The chaplain can also cure isolation and chakra traumas by dispelling the demons within with his null rod. Staring at the supermatter unprotected has been known to hypnotize. Electricity applied by any source directly to the head is also known to sometimes cure electroshock trauma.
2018-04-08 16:29:33 +03:00
Lohikar
53e2f21d6f Fix SM overenergization (#4376)
Fixes a bug where emitters would apply way more energy to the SM than intended.
2018-03-10 23:50:08 +02:00
Lohikar
a86398d0d2 Code Cleanup: (Bump(), Bumped()) -> (Collide(), CollidedWith()) (#4349)
This PR rips out the old Bump() and Bumped() procs and replaces them with Collide() and CollidedWith() respectively. Behavior should be the same, but Bump() should no longer be double-called, and no longer relies on spawns.

Other changes:

LAssailant is now a weakref.
Some direct loc setting are now forceMove().
2018-03-08 09:39:53 +02:00
Erki
6fe90002dd Up-hint and UI cleanup (#3773) 2018-01-27 12:11:22 -06:00
Lohikar
61b5203d24 Runtime Map Loading (#3597)
changes:

Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
2017-10-18 23:07:34 +03:00
NoahKirchner
50a2a6c85b Fix spelling of the word "Appropriate" (#3318)
Fixes misspelling of the word "appropriate" in multiple strings.
2017-08-26 08:03:21 -05:00
Alberyk
2f949ecb45 Ports baystation armor system (#2954)
Ports Baystation12/Baystation12#12658

Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant.

Also, uranium meteors will irradiate nearby people when they explode.
2017-07-15 16:24:03 +03:00
Lohikar
b5472e50f4 Convert a fuck ton of machines to Initialize() (#2985)
Needs testing, but shouldn't break anything. Also adds Destroy() to the SMES base class.
2017-07-14 20:08:59 +03:00
Lohikar
0db557ac29 machinery_process() & auto_use_power efficiency tweaks (#2657)
changes:

Machinery now uses machinery_process() instead of process(), allowing machines to be put into SSprocessing-style lists in addition to the machinery list.
Automatic power calculations now involve less proc-calls.
2017-06-12 19:09:36 +03:00
Lohikar
3be27b9efa Merge SSnanoui & Nanomanager (#2427)
Merges the NanoUI subsystem with Nanomanager, as well as cleans up some nanomanager code.
Most of the files in this commit are changed as a result of removing the nanomanager global in favor of the SSnanoui global.
2017-05-23 16:33:00 +03:00
Ron
790480c8da Removes all \red and \blue's (#2309)
Removes all \red's and \blues in favor of span classes. \red things that were bold were replaced with danger because it's warning but bold.
2017-05-21 12:07:57 +03:00
skull132
5065dea527 Merge branch 'master' into development 2017-05-14 20:52:53 +03:00
Alberyk
2e2a92b39a Fix airlock related hallucination affecting ipcs and dionae (#2261)
This may fix dionae and ipcs touching airlocks while suffering from sm's hallucination, SOMEHOW, and being "shocked" by them.
2017-05-14 13:22:02 +03:00
Lohikar
f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00
Lohikar
63eafb3643 Code Cleanup: Destroy() fixes part 1 + Misc Fixes (#1933)
In this PR:

Destroy() fixes backported from PR #1783.
JaniPDA fixes & improvements.
Chickens no longer consume their own eggs.
Language adding in setup is now 100% more sane.
Chemical dispensers now actually check that the user is still alive before renaming.
Ghosts are now marked as non-simulated atoms.
Non-simulated atoms no longer trigger proximity listeners.
Vendors no longer accept synthetic tools as stocking options.
Fixes #812.
Fixes #1877, Fixes #1929.
Fixes #1930.
Fixes #1152, Fixes #1917.
Fixes #1902.
Fixes #1165.
2017-03-18 23:06:24 +02:00
Lohikar
f090eb5623 Fix math (#1732)
min/max error caused SM's light to be capped to power of 1.
Also allowed power changes to trigger an SM light update.
2017-02-07 21:45:55 +02:00
Lohikar
e2cc0500c2 Supermatter Variable Light (#1727)
changes:

The supermatter's light now changes based on how energetic the crystal is.
2017-02-07 18:48:27 +02:00
Lohikar
0cba68911d Lighting Overhaul & General process improvements (#1612)
This is it. The big one.
Risk: Very large. This modifies or rewrites several important systems.
Some things still need balancing, but that's probably better done if/when this hits dev.

changes:

New smooth lighting system.
Machinery split into three processes: machinery, powernet, pipenet Removed due to breakage. Refactored into multi-step process.
Mob process rewritten.
NanoUI process rewritten.
Objects process rewritten.
Tweaked color output of station lights.
Slime core lights now emit colored light.
Fixed light update frequency issue with fire alarms, hydroponics trays, and airlocks.
Increased light emission from bolted airlocks.
Miscellaneous performance improvements.
New datum pool implementation.
New lighting usage profiler.
Lighting system now tracks UV light, which is not visible to players.
Space now has a parallax effect.
Disabled Spin View verbs due to incompatibility with the new lighting system.
Disabled hallucination view spin due to incompatibility with the new lighting system.
Lighting system now initializes in the lobby before the round starts to reduce BoR deadtime.
Added UV light tracking to lighting engine; dionae now gain energy exclusively from UV light.
Added colored lighting to a few consoles that used default (white) light.
2017-01-29 01:13:54 +02:00
Lohikar
0c59930261 Reduce server freezes during large explosions (#1326)
Moved explosion calculations into a process that processes a queue of explosions with SCHECKs in areas with significant processing.
Significantly reduces server freezes during large explosions, and almost completely nullifies them for small ones.

Likely subtly changes how explosions behave.
2016-12-28 01:16:30 +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
skull132
e9b688e1f6 Merge branch 'development-2' into development
Christ on a stick. SO MANY ERRORS. REEE.

# Conflicts:
#	baystation12.dme
#	code/_helpers/lists.dm
#	code/_helpers/logging.dm
#	code/_helpers/text.dm
#	code/_onclick/click.dm
#	code/controllers/configuration.dm
#	code/controllers/master_controller.dm
#	code/datums/supplypacks.dm
#	code/game/antagonist/antagonist.dm
#	code/game/antagonist/antagonist_print.dm
#	code/game/antagonist/outsider/commando.dm
#	code/game/antagonist/outsider/ninja.dm
#	code/game/area/areas.dm
#	code/game/gamemodes/cult/cult_items.dm
#	code/game/gamemodes/game_mode.dm
#	code/game/jobs/access.dm
#	code/game/machinery/atmoalter/canister.dm
#	code/game/machinery/autolathe.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/mecha/mecha.dm
#	code/game/objects/effects/spiders.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/PDA/PDA.dm
#	code/game/objects/items/devices/flash.dm
#	code/game/objects/items/devices/lightreplacer.dm
#	code/game/objects/items/devices/paicard.dm
#	code/game/objects/items/devices/scanners.dm
#	code/game/objects/items/devices/suit_cooling.dm
#	code/game/objects/items/devices/uplink.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/toys.dm
#	code/game/objects/items/weapons/cards_ids.dm
#	code/game/objects/items/weapons/handcuffs.dm
#	code/game/objects/items/weapons/manuals.dm
#	code/game/objects/items/weapons/material/kitchen.dm
#	code/game/objects/items/weapons/material/misc.dm
#	code/game/objects/items/weapons/material/swords.dm
#	code/game/objects/items/weapons/melee/energy.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/scrolls.dm
#	code/game/objects/items/weapons/storage/belt.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/items/weapons/tools.dm
#	code/game/objects/objs.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/janicart.dm
#	code/game/sound.dm
#	code/game/turfs/simulated.dm
#	code/game/verbs/ooc.dm
#	code/global.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/verbs/modifyvariables.dm
#	code/modules/client/client procs.dm
#	code/modules/client/preferences.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/head/hardhat.dm
#	code/modules/clothing/head/helmet.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/clothing/head/misc_special.dm
#	code/modules/clothing/shoes/jobs.dm
#	code/modules/clothing/spacesuits/alien.dm
#	code/modules/clothing/spacesuits/captain.dm
#	code/modules/clothing/spacesuits/miscellaneous.dm
#	code/modules/clothing/spacesuits/rig/rig_pieces.dm
#	code/modules/clothing/spacesuits/rig/suits/alien.dm
#	code/modules/clothing/spacesuits/spacesuits.dm
#	code/modules/clothing/spacesuits/void/merc.dm
#	code/modules/clothing/spacesuits/void/void.dm
#	code/modules/clothing/suits/armor.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/clothing/suits/storage.dm
#	code/modules/clothing/suits/utility.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/clothing/under/jobs/security.dm
#	code/modules/economy/Events.dm
#	code/modules/economy/Events_Mundane.dm
#	code/modules/economy/economy_misc.dm
#	code/modules/events/blob.dm
#	code/modules/events/event.dm
#	code/modules/events/event_container.dm
#	code/modules/events/event_manager.dm
#	code/modules/events/money_lotto.dm
#	code/modules/events/prison_break.dm
#	code/modules/events/spacevine.dm
#	code/modules/hydroponics/trays/tray.dm
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/emote.dm
#	code/modules/mob/holder.dm
#	code/modules/mob/language/station.dm
#	code/modules/mob/living/bot/cleanbot.dm
#	code/modules/mob/living/carbon/alien/diona/diona.dm
#	code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
#	code/modules/mob/living/carbon/give.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/outsider/vox.dm
#	code/modules/mob/living/carbon/human/species/station/golem.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/mob/living/carbon/metroid/metroid.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defense.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/pai/admin.dm
#	code/modules/mob/living/silicon/pai/pai.dm
#	code/modules/mob/living/silicon/robot/drone/drone.dm
#	code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
#	code/modules/mob/living/silicon/robot/emote.dm
#	code/modules/mob/living/silicon/robot/robot_items.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
#	code/modules/mob/living/silicon/silicon.dm
#	code/modules/mob/living/simple_animal/bees.dm
#	code/modules/mob/living/simple_animal/friendly/cat.dm
#	code/modules/mob/living/simple_animal/friendly/corgi.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob/living/simple_animal/friendly/mouse.dm
#	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/logout.dm
#	code/modules/mob/mob.dm
#	code/modules/mob/mob_grab_specials.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/new_player/sprite_accessories.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_alien.dm
#	code/modules/organs/organ_external.dm
#	code/modules/paperwork/faxmachine.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	code/modules/projectiles/ammunition/bullets.dm
#	code/modules/projectiles/guns/energy/nuclear.dm
#	code/modules/projectiles/guns/energy/rifle.dm
#	code/modules/projectiles/guns/energy/special.dm
#	code/modules/projectiles/guns/projectile.dm
#	code/modules/projectiles/guns/projectile/automatic.dm
#	code/modules/projectiles/guns/projectile/pistol.dm
#	code/modules/projectiles/guns/projectile/revolver.dm
#	code/modules/projectiles/guns/projectile/shotgun.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/projectiles/projectile/special.dm
#	code/modules/reagents/reagent_containers.dm
#	code/modules/reagents/reagent_containers/food/drinks.dm
#	code/modules/research/designs.dm
#	code/modules/research/destructive_analyzer.dm
#	code/modules/research/rdconsole.dm
#	code/modules/spells/artifacts.dm
#	code/modules/spells/spellbook.dm
#	code/modules/tables/tables.dm
#	code/world.dm
#	config/example/config.txt
#	icons/mob/items_lefthand.dmi
#	icons/mob/items_righthand.dmi
#	icons/obj/lighting.dmi
2016-10-31 00:01:52 +02:00
skull132
87e041aa75 Merge remote-tracking branch 'bay12-upstream/master' into development 2016-10-07 00:58:39 +03:00
NanakoAC
804851f6f6 Diona Overhaul - SEP2016 (#442) 2016-09-09 23:55:48 +03:00
skull132
8a2e890391 Resolves #152
While not exactly a bug, I think it would be logical that blastdoors and such block some level of radiation. As such, if you aren't in full view of the SM, the effective range of the radiation is taken down by 1/3rd. This will make the monitoring room safer.
2016-02-21 20:47:21 +02:00
Atlantis
9b099a307b Tweaks
- Landmark on supermatter core now waits until all other landmarks are done setting up.
- Setup-supermatter proc is now defined on /datum/admins/ rather than on /client/
- Coolant canisters now have double amount of standard canister's worth of gas, as intended, instead of triple.
2016-01-19 11:02:42 +01:00
Atlantis
85ceb32bca Overhauls setup-supermatter admin verb
- Setup supermatter now uses series of map markers to do it's thing. These makers will make it easier to keep it up to date with map changes.
- Setup supermatter now supports CO2 and PH coolant choices.
- Fixes #9661
2016-01-19 08:20:44 +01:00
PsiOmegaDelta
f6eec096e7 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/_onclick/click.dm
	code/game/objects/items/weapons/material/kitchen.dm
	code/modules/mob/living/silicon/ai/ai.dm
2015-12-20 11:55:53 +01:00
PsiOmegaDelta
5d3d0c5dc3 Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/game/objects/items/weapons/material/kitchen.dm
2015-12-20 11:22:08 +01:00
ccomp5950
ce3587d867 Hallucinations no longer burn on the SuperMatter 2015-12-19 21:33:02 -05:00
mwerezak
77ddae4e26 Structures now take damage properly from projectile clouds 2015-08-15 19:08:45 -04:00
Zuhayr
9a7515af8f Merge with dev-freeze. 2015-07-02 19:04:01 +09:30
Zuhayr
2a32150658 Merge pull request #9992 from Baystation12/master
Master into dev-freeze
2015-07-02 19:00:00 +09:30
mwerezak
5ec5fdeb46 Fixes #9591
Adjusts supermatter radiation range and intensity
2015-07-01 01:18:14 -04:00
Chinsky
94406a6430 Merge pull request #9694 from PsiOmegaDelta/150605-Meteors
Ports /tg/'s meteors.
2015-06-08 14:17:57 +03:00
PsiOmega
fc6de24042 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/game/objects/items/weapons/tanks/tanks.dm
	code/modules/materials/material_sheets.dm
	code/modules/organs/organ_icon.dm
	code/setup.dm
2015-06-07 10:51:41 +02:00
PsiOmega
fbc4bfbe9c Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/game/objects/items/weapons/tanks/tanks.dm
	code/setup.dm
2015-06-07 10:30:27 +02:00
GinjaNinja32
fb1904ef4e Fixes a pair of null.z runtimes
Fixes explosions with multiz maps breaking if the epicenter is null
Fixes supermatter trying to irradiate mobs in nullspace crashing the proc
2015-06-06 02:23:06 +01:00
PsiOmegaDelta
079b0af6b0 Adds spinning animation for meteors. 2015-06-05 15:55:39 +02:00
Zuhayr
5ea78421ff Merge pull request #9408 from mwerezak/sm-eject
Limits the ability of the SM to return to the station zlevel once ejected
2015-05-28 11:35:39 +09:30
Zuhayr
f0006ec6bf Removes redundant surgery for brain and eye repair, now covered by organ repair in general.
Attempted to limit regular surgery to non-robotic limbs and added surgical steps for robotic limbs.
Readded checks for smoking reagent transfer.
Fixes, oversights, tweaks with IPC.
Added some reagent bypassing for NO_BLOOD and some checks to various affect_touch() calls for NO_SCAN/IPC.
Added prosthetic-scanning functionality to cyborg analyzer.
Added prosthetic analysis to the robot analyzer.
Allowed people with internal cells to charge in robot chargers (IPCs).
2015-05-25 14:49:57 +09:30
mwerezak
3c67c46442 Limits the ability of the SM to return to the station zlevel once ejected.
Fixes #7900
2015-05-21 01:02:30 -04:00
Atlantis
4149fead4e Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into nanocrusade-two 2015-05-19 17:39:43 +02:00
Mloc
16d50c645d new object-based lighting system
Signed-off-by: Mloc <colmohici@gmail.com>
2015-05-10 20:54:25 +01:00
Atlantiscze
134eee0c6c Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into nanocrusade-two 2015-04-30 23:42:38 +02:00
PsiOmega
1fea589ad7 Merge remote-tracking branch 'upstream/dev' into TheSummoning
Conflicts:
	code/game/machinery/cryopod.dm
	code/game/objects/items/weapons/clown_items.dm
2015-04-24 17:13:37 +02:00
PsiOmega
1ae0ad6d92 Updates the atom_pool, now datum_pool, to handle any datum object.
Makes the garbage collector similarly robust. Continues the whole Destroy/qdel porting.
2015-04-24 09:59:05 +02:00