Commit Graph

22907 Commits

Author SHA1 Message Date
NanakoAC
bdda79ff29 Beekeeping fixes and tweaks (#1337)
In short, baymerge changed beekeeping. Generally for the better, i love some of the new things they did. But they also removed some things (like the actual bee mobs) and some of their new stuff wasn't properly implemented.
So this PR fixes up both the bay beekeeping content and ours, to work in harmony together, remove redundant stuff, and fix lots of bugs.
2016-12-30 20:28:53 +02:00
NanakoAC
85aa8cdaba Miscellaneous fixes (#1349)
fixes posibrain message
fixes a runtime error with devouring
small optimisation to radios
2016-12-30 13:43:38 +02:00
Lohikar
0f653c0919 Fix simple_animal not ticking (#1348) 2016-12-30 05:28:35 +02:00
Lohikar
1320746f4c Fixes #1015 (#1346) 2016-12-30 04:13:24 +02:00
Alberyk
6ddfe60f36 Golden slimes fix (#1341)
Fixes #1193
2016-12-30 04:12:52 +02:00
Lohikar
7d5450efd4 Fire alarm changes + Lamarr fix (#1342)
Fixes some incorrect messages with Lamarr.
Fire alarms now use NanoUI and blink red when triggered.
Fixes #1339 
Fixes #1218
2016-12-30 03:19:00 +02:00
Alberyk
f643c6590a Custom items 29/12 (#1343)
Adding the following items:

Magnetic Flower Pin - Aquila - nandabun
LR-31MTA Beret - Ikrad Yam'hir - houseofsynth
Tattered Letter - Ikrad Yam'hir - houseofsynth

And fixing name/desc on Iskra's uniform.
2016-12-30 03:10:55 +02:00
Alberyk
0c8bf6d1b1 Central command fixes and grenade addition to the uplink (#1336)
-fixed some mapping issues with the central command level, such as wrong windows, missing playing cards and messed up health scanners
-added a module computer for the cccia at central command
-added frag grenades to the traitor uplink
-fixes #1328
-fixed some missings computer sprites and the fucked up account terminal
2016-12-29 02:18:28 +02:00
printer16
8e5d2a069f Bug fixes+ Tiny hardsuit update (#1298)
Fire extinguishers can no longer be filled with blank units.
You can no longer spam buy announcements with the traitor uplink services tab (Thank god) http://imgur.com/a/hqSdS
CE hardsuit now a bit more fire resistant. RD hardsuit now has a good deal of EMP resistance, but nerfed the protection stats a bit. (makes since because the RD works with artifacts that can EMP, right?)
2016-12-28 18:45:27 +02:00
skull132
7a9adc2aba Remove minimal age restrictions (#1332) 2016-12-28 03:07:25 +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
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
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
fbe0ea9c25 Porting apollo/bay cooking machines (#1319)
Porting bay's versions of apollo cooking machines, which existed in old code. Most of the coding was done by Zuhayr to Baystation12.

Also, some minor mapping changes were made to the kitchen, so, all of this could fit inside.
2016-12-28 00:02:55 +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
b66d6eab36 Detective gear fixes (#1311)
Fixes #1306
Fixes #1140
Updated the unathi alt language at jackboot' request
You can now wear cones on your head
2016-12-26 01:44:10 +02:00
Lohikar
7375af6c19 Minor Nightmode Fixes (#1305)
bugfix: "Global nightmode toggle no longer affects security as was originally intended."
tweak: "Manually turning on nightmode will prevent the automatic system from turning it off."
2016-12-26 01:42:40 +02:00
skull132
4f32cc1231 Restore Request Consoles (#1303)
Can now print forms again, and set up PDAs for alerting.
2016-12-26 01:42:21 +02:00
skull132
d472c177ae Compile time safety for cargo stock (#1302)
No more type names in strings, please.
2016-12-26 01:42:02 +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
Lohikar
70ad90663b Nightmode Fixes (#1293)
rscadd: "Added a night-mode control program for the Chief Engineer."
tweak: "Changed how night-mode works internally."
tweak: "Red alert now disables night-mode."
spellcheck: "Slightly changed alert messages."
Fixes #1200
2016-12-25 20:10:46 +02:00
skull132
92e963ffc8 Fix preferences having null client (#1301)
Someone forgot to put this in here.
2016-12-25 16:56:48 +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
skull132
7724f096fa Misc things - Related to merge (#1280)
Redefine span() to be a macro. Because we don't need it to be a proc ever again.
Rebuild the .all_changelog.yml file to have Bayport stuff at the bottom (onto which we'll add our own shit from this cycle).
Rebuilt the .html file for changelogs to correspond to the above change.
Modified download programs to actually use seconds.
2016-12-25 01:01:20 +02:00
printer16
8ec3a728fa Small malfunction tweaks (#1287)
Rebalances some values for MalfAI. Makes their turrets slightly stronger, makes station destruction harder to do, and makes some defensive measures easier to get.
2016-12-25 01:00:39 +02:00
skull132
24258106da SQL Saves - Season 2 Episode 2 - The Fixening (#1286)
Update the schema
 Modify player_preferences and character related tables
 Readd the incidents + missing CCIAA tables to it
 Fix loading
 Fix saving
 Make it impossible to edit character name after a while
 Sanity check so you cannot enter without a valid (saved) character
 Fix New Character button
 Remove debug messages

Fixes #600 
Fixes #588
2016-12-25 00:56:36 +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
NanakoAC
4098809461 Temperature tweaks (#1277)
Fixes thermostats not working when set to 0 celsius.
Clamps instead of discards thermostat inputs that are out of range. So you can just type in 99999 and it'll set the highest valid value (usually 40c)
Tiny optimisation to remove a duplicate check in thermoregulation code
2016-12-24 18:37:27 +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
b0ae247b01 Screen visual tweaks (#1282)
Visual tweaks to several modular computer screens:

Standby screen: Added detail and a background, made silver, improved animation
Menu screen: Altered colours to more resemble the actual UI
All medical screens: Made a deeper blue, closer to the original medical colors.

Modified the modular computers _description file to reorganise the descriptions of programs, and to note those that aren't implemented yet. Its a lot, the bay people didn't quite finish this project.

Also, console power use increased by 20% because holoscreens are fancy and deserve it.
2016-12-23 21:22:48 +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
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
LordFowl
51bd200d7c Porting Apollo Infractions Computer (#1033)
Ports Apollo's infraction's system, creating a permanent criminal record for every character. Every minor or medium infraction accrued over the course of a round is added to the character's permanent security record which is available at vanilla records councils. Antagonists are automatically exempt from this process, and players can exercise control over what charges they consider canon or not.

Brigging a person is now dependent on the criminal sentencing computer, which reads a person's ID and applies a brig timer automatically for the charges selected. Personnel without ID's will have to be brigged manually.
2016-12-23 01:00:04 +02:00
NanakoAC
c7e56daaa6 Exosuit program, tracking, and downloader improvements (#1264)
A minor project focusing on Modular computers and exosuits. Changelog is small, since most of this is changes to unreleased content
In brief:
Adds an exosuit monitor program
Fixes many visual issues with the downloader program
Tweaks Exosuit killswitch and EMP mechanics
2016-12-23 00:52:54 +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
NanakoAC
e82d5034d9 Visible message fix (#1271)
Undoes baymerge's changes to visible messages and fixes our previous implementation that i wrote.
Ours is much better all around.

With the changes baymerge made, they added an additional view call, and some 700 show_message calls to objects, for every single message, its absurdly wasteful.

As far as i'm aware there is no current use case for showing visible messages to objects. If there ever is a need we can implement an efficient solution with a global list of listeners
2016-12-22 18:57:30 +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
NanakoAC
580d7a2bcc Resomi icon fix (#1267)
Fixes resomi icons, worn, held, etc
Uses some runtime icon inserting witchcraft. i spent several hours studying dm documentation
2016-12-22 17:55:57 +02:00
NanakoAC
95e4cf1c16 Cargo Wire, runtime and inflatable fixes (#1268)
Fixes the APC in the cargo warehouse being unpowered
Fixes two runtime errors i reported
Fixes inflatable doors being unresponsive due to a sleep. Seperating the opening code off into a spawned child process has made it much more responsive
2016-12-22 17:53:42 +02:00