Commit Graph

1135 Commits

Author SHA1 Message Date
Alberyk
9696c7dd83 Bugfixes: xeno loadout, vox mirror and worm crash (#3663)
-might fix #3660
- Fixes #3666
-fixes some issues with the mirror
-fixes worms crashing the server
-might fix ringers
2017-10-15 21:04:16 +03:00
Alberyk
15a391f209 Vox changes and additions (#3585) 2017-10-10 18:53:00 -05:00
TheGreatJorge
0aff2d8785 Coloured lighting & related stuff (#3555)
Makes all light tubes & bulbs have colour according to the light they emit. There are 6 preset colours: RGB CMY. Any other color is possible by simply changing the already present brightness_color variable. This PR makes it so it actually changes the color of the item and wall object too.
    Added two new colour defines used only along with preset coloured lights.
    Coloured lights are only obtainable by random maintenace loot, cargo spawn or trader.
    Added box of randomly mixed light colours and box for every preset light colour.
    Removed two sets of redundant defines.
    Converted light item New() to Initialize() (hopefully correctly).
    Made couple tiny tweaks to the lights code.

EDIT, 7. Oct 2017:

    When you hit light machinery or item with paint, it will change it's brightness_color var, instead of the color var.
    Paint buckets can now paint items and people again.
    You can now wash paint off by spraying yourself with fire extinguisher or otherwise covering yourself in water.

EDIT, 8. Oct 2017:

    Removed one apparently unused global list.
    Converted pain bucket New to Initialize and changed it's pathing style.
    Shower can now wash paint too.
    Fixed paint bucket sprites to be bit more dynamic and fixed the in hand sprite. Also added bucket lid.
2017-10-10 18:46:24 +02:00
Werner
baa9c475c1 Merge branch 'upstream-master' into development-upstream
# Conflicts:
#	code/modules/reagents/reagent_containers/food/snacks.dm
2017-10-07 15:13:33 +02:00
Alberyk
094c057386 Xenomorphs fixes and improvements (#3548)
This pr makes xenomorphs less awful via some additions and porting some fixes:
-removes the NO_MINOR_CUT that is not used anywhere and replace with NO_EMBED that stops things from embedding into mobs, like xenomorphs, shadow people and golems
-adds the night vision verbs to xenomorphs
-fixes aliens eggs layers behind under their weeds
-fixes some hud things missing
-makes their limbs unbreakable

This should make them a bit less buggy.
2017-10-07 13:10:18 +03:00
Lohikar
8db472ae15 More stats (#3562)
* MORE STATS FOR THE STATS GODS

* save them to the db
2017-10-06 19:39:15 +02:00
Alberyk
8e53ea0c78 Cult and antag fixes/tweaks (#3524) 2017-10-02 22:34:01 -05:00
Alberyk
7d85f2ce12 Fixes pianos (#3511)
-fixes being unable to move pianos
-fixes mechas getting the wrong wreckage icons if destroyed while open
-fixes fried mushroom taste
2017-09-28 08:25:25 +03:00
Alberyk
0cc8b99a8e Adds more sounds effects (#3474)
Adds new sounds effects to the following;
-nar'sie summoning
-turning on and off a welder
-using a megaphone
-new flashbang and being hit by a flashbang sounds
-cutting wood
-chain of command attack sound
-opening/closing curtains
-rocket launcher sound
-opening/closing a light submachine gun
2017-09-20 13:23:47 -06:00
Karolis
031b958039 Fixes to getFlatIcon and more. (#3353)
(Rebased and reopened #3347)

Attempted to fix pipe and door rendering
Fixed Table, carpet rendering
Ported full map-capture tool from bay, with python script to merge captured images.
2017-09-19 15:43:01 +03:00
skull132
86220edeb3 Merge branch 'master' into development 2017-09-14 22:59:07 +03:00
Lohikar
e28c29a551 Port Integrated Electronics from Polaris (#3371)
Ports Polaris' integrated electronics system, whichallows for Roboticists & Electricians/Engineers to build custom devices and machines for a variety of purposes.
2017-09-12 21:41:39 -05:00
Belsima
e93e29e3c0 Fixes a pair of descriptions. (#3432) 2017-09-11 18:27:06 -05:00
Lohikar
8f4b4effae Kill processing_objects (#3398) 2017-09-09 15:22:58 -05:00
skull132
16d33365c2 Merge branch 'master' into development
# Conflicts:
#	code/modules/client/preference_setup/loadout/loadout_xeno.dm
#	code/modules/customitems/item_defines.dm
2017-09-09 21:38:02 +03:00
TheGreatJorge
2913e9ca35 Issue fixes (#3402)
Fixes #3214
Fixes #2962
Fixes #1557
Fixes #816
Fixes #671

Adds new welded overlay into "closet.dmi" file as part of a fix.
2017-09-09 18:58:32 +03:00
TheGreatJorge
f414d9267c Smooth doors + multi-tile door code tweaks (#3365)
-Changes almost all of door opening/closing animations to be smooth. Also adjusts some door sprites so they actually can be opened smoothly.
-Fixes minor problems with some door sprites. Usually only few pixels.
-Adds "o_door_open" opened state with panel open to common glass door, lift door and vault door, since these have visible panel even while opened. EDIT: They will now show up correctly when needed. Added a var used to mark doors with panels visible while open.
-Adds opening/closing animations "door_closing_stat" and "door_opening_stat" with lights off to doors that did not have it. EDIT: Should now correctly show up when the door is forced manually.
-Removes many unused duplicate dmi files and icon states in door file.
-Adds new dmi file in doors folder containing misc door overlays. Not used anywhere, purely for reference and spriting.
-Changes the multi-tile airlock to have 4 directions instead of 2. Also makes it correctly update hatches for those directions when moved or built from scratch.
-Adds vault assembly. It can be built like any other door, but it costs 10 sheets instead of 4 and takes double the time to make, since it has double explosion resistance and lot more health.
-Adds elevator door assembly along with icon states into the code. It is currently unused, because I have yet to figure out how to make building lift-doors work, and that will not be included in this PR.
2017-09-03 16:24:25 +03:00
Lohikar
dc85579850 Closet & use_check() tweaks (#3346)
changes:

use_check() will now show failure messages to the affected mob by default. It still returns the failure reason & permits disabling of messages via. the show_messages parameter.
Lockers now take 2 seconds to weld or disassemble.
A progress bar is now shown to mobs with the progress bars pref enabled while attempting to break out of welded lockers.
2017-08-29 23:25:19 +03:00
Alberyk
608cf8feda Adds more sounds (#3327)
Adds sounds for opening lockers, going down ladders, turning on your internals, removing and placing extinguishers in the cabinet, sounds for bone breaking and sound to the bsa.
2017-08-27 16:58:34 -05:00
Alberyk
5e3281a7b7 More wizard stuff (#3292)
-removes the jaunt spell from the wizard corrupt form
-increases the price of raise dead to two points
-adds a new wizards spell; flesh to stone, that traps your target in a statue for some time
-added a chance of creating a central command report everytime the lich is send back to his heart, telling the possible location of the heart
2017-08-20 14:03:54 +03:00
Ron
cb5e227320 Converts some istype's to use helpers (#3224)
Converts various istype's to use helpers. Mainly:
Cable
Wrench
Screwdriver
Multitool
Crowbar
Wirecutter

And makes the helpers defines.
2017-08-06 22:08:42 +03:00
Alberyk
b4fa4a8b3a Baystation12 merchant port (#3155)
Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.
2017-08-04 21:36:04 +03:00
Lohikar
cfb7357c6f Area cleanup, Minor BST tweaks, Nuke Fixes, Explosion fixes (#3164)
changes:

Ported some timer fixes from /tg/ (timerid overflow fix, invalid deltimer logging)
Removed pointless air alarm elections.
Cleaned up some area code and moved area var definitions into areas.dm.
The nuke now only destroys Zs connected to the Z it detonates on. (Fixes #2552)
The nuke no longer destroys CC.
Nukes now dust mobs.
Cascades now dust all mobs on all non-admin levels.
Fixed a bug where SSexplosives would not honor the is_rec var.
Improved the efficiency of /proc/random_station_area().
Bluespace Bugs can now teleport out again.
Bluespace Technicians can now turn off their x-ray vision without needing to remove their glasses.
Human-types no longer make footstep sounds when lying down, unconscious, or dead.
2017-07-27 18:10:38 +03:00
Alberyk
fe151484de Hardsuit tweaks, tech levels fixes and pAI EAL addition (#3099)
-removes the plasma cutter from the ce and eva's suit, replacing it with a drill that fills the same purpose of the old plasma cutter
-adds more access restriction to the rigs as whole
-adds actuators to the terminator rig
-adds the cmo labcoats to the locker
-fixes #3097
-fixes #3098
2017-07-19 13:41:39 +03:00
Juani2400
e38b75b2a7 Map fixes and modifications; new "Command" directional sign. (#3093)
Fixes: #3089,
fixes #3085,
fixes #3081,
fixes #3074 (should),
fixes #2988,
fixes #2907,
fixes #2749 and
fixes #2631.
- Fixes a variety of other bugs and issues that were not reported in the Github.
- Modifies the Warden's Office, Security Desk and Captain's office to different layouts. These do not include structural modifications.
2017-07-18 12:25:46 +03:00
MarinaGryphon
9eb0142bfb Fixes #3054 (#3056)
This was an incredibly easy fix that removed some stupid code I never should have had to fix. >:(
Hoists should be fixed when this is merged (and if this compiles, given my apparent coding skill).
2017-07-16 15:33:42 +03:00
Alberyk
ac5b4ea055 Food, hair and grammer fixes (#3058)
Fixes #3051
Fixes #3055
Fixes #3057
Fixes #3061
Fixes some food having no taste, also fixe cheese tasting like meat and other minor things like grammar.
Removes the ,45 magazine from the warden's locker, and give them a helmet to match his armor
Fixes a missing window at the main central level
Fixes a messed up hall at central command
Adds a small room for interview for the ccia in the odin, that was left out due to map issues
Adds the captain chair overlay that I forgot to add way back
2017-07-16 11:56:13 +03:00
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
MarinaGryphon
830a4edc66 Catwalk hoisting and other fixes, take two (#3031)
Unanchored catwalks can raise and lower objects on them.
Mechs can be hoisted using catwalks.
forgive me for i have sinned
2017-07-15 16:20:41 +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
MarinaGryphon
12ccc4e7a7 Attempting fixes for some hoist bugs. (#3027)
Hoists now release hoistees if they wriggle out somehow. Shouldn't happen anyway, but consistency_check should handle any odd shenanigans.
Silicons should be able to be hoisted. Buckling wasn't anchoring them, for some strange reason.
Fixed a bad message, where [user] was used instead of [usr].
You can't directly unbuckle people from hoist hooks.
2017-07-14 19:55:14 +03:00
Lohikar
687e56a8e0 Replace a bunch of overlay calls (#3005)
changes:

Converts a bunch of manual overlay manipulation to SSoverlay calls.
Moved more cache lists to SSicon_cache.
2017-07-13 21:12:53 +03:00
Lohikar
33c61f9f1e Remove some world loops (#2965)
changes:

Replaces a lot of in-world loops with more specific lists.
Recipes are now copied in SSmachinery/Recover()
Fixed bad sorting on all_areas list.
Added skeleton Destroy() to SMESes as they did not have one and are failing to GC.
Seems to shorten SSatoms init a bit, maybe from removal of in-world in MULEs?
2017-07-09 00:24:28 +03:00
Alberyk
aca2af507b Updates the coat hanger (#2950)
Updates the coat hanger to have far more sprites and hold more types of coats
Also fixes #2919
2017-07-06 23:36:15 +03:00
Lohikar
9c010f92d1 isopenturf() macro, update_above improvements (#2931)
changes:

Added a isopenturf() macro, equivalent to istype(thing, /turf/simulated/open).
Converted most/all instances of istype(/turf/simulated/open) to isopenturf().
Made update_above()' aware of queue status & inlined a proc-call.
2017-07-03 12:04:18 +03:00
Lohikar
c8ddab832a Map tweaks (#2923)
changes:

Crusher's ladder now properly has an openturf under it.
Made some aesthetic adjustments to the engine's cooling radiator.
2017-07-03 00:21:27 +03:00
Juani2400
5c76d89e78 [Newmap] Map additions and fixes. (#2893)
Adds a second OR.
Moves the engine radiator to the lower side of the asteroid.
Revises the quantity of newscasters and emergency lockers around the
station.
Fixes the missing tile in the Pool.
2017-07-02 02:31:13 +03:00
Lohikar
f885bffdae More tweaks (#2889)
changes:

Clipboard overlays are now a little gentler on SSoverlays.
Ported potential performance improvements for getFlatIcon and listclearnulls from /tg/.
Icon smoothing now clears the base icon by default; SMOOTH_NO_CLEAR_ICON disables this behavior.
Potential SSoverlays performance improvement from /tg/.
Speculative fix for #2826.
2017-07-01 23:09:10 +03:00
Lohikar
9a899801b1 more closet initialize (#2855)
Converts some closets to fill() that I missed in my first pass.
2017-06-28 14:37:42 +03:00
Alberyk
a204d9c85a Adds shotgun rack and more map fixes (#2841)
Adds a shotgun rack to the bar; https://forums.aurorastation.org/viewtopic.php?f=21&p=79363#p79363
Fixes #2837
Fixes #2834
Fixes #2830
Fixes #2839
Fixes #2829
Fixes bad access in the teleporter maint room
2017-06-27 11:20:35 +03:00
Lohikar
ce315815fa Lamar is back in a cage (#2785)
Puts Lamarr back in its cage.
2017-06-21_18-00-23

Also removes a pointless New() override on Lamarr.
2017-06-26 19:26:24 +03:00
TheBrightDawn
fbd307ae1e Religious Banners (#2814)
Adds Banners for the following real world religions:
Christianity
Sikhism
Islam
Buddhism
Hinduism
Judaism

Also adds banners for:
Anime Memes
The Sun

There is no code attached only the items. I'm not entirely sure what I'd be doing with the code as I'm not fully confident with my ability in it right now so for now I'll just provide the sprites.

Picture of said sprites: http://i.imgur.com/hrqSrnK.png
2017-06-26 19:25:53 +03:00
Alberyk
c215147302 Duplicate wires, bar and xenobio disposal fixes (#2800)
Fixes the gamma solar array having too much wires
Rename airlocks in eva to voidsuit instead of hardsuit
Adds an atm near the bar counter
Fixes a missing robotic storage console in the drone room
Fixes an issue with the wizard transformation
Fixes a marking that I somehow overwrote from this pr #2662
Fixes #2796
Fixes #2798
Fixes #2797
Fixes #2770
Fixes #2792
2017-06-26 12:09:21 +03:00
Lohikar
c8fde7832f Add floor catwalks (#2786)
Adds floor-mounted catwalks, a special variant of catwalks that can be placed on regular turfs without deleting themselves.
Constructed with 4 rods from the rod construction menu, and are layered above wiring and power terminals. Can be disassembled with a welder, or (un)anchored with a screwdriver.
2017-06-22 13:22:12 +03:00
LordFowl
08219273d3 Newton's Thirdish Law (#2714)
Items falling now deal a set amount of damage based on velocity calculations, with no more randomisation. This damage is randomly distributed throughout the head and torso by first calculating the damage dealt to the head - anywhere between zero and 1/2th of total damage, and then calculating the damage to the torso - head damage subtracted from total damage.
2017-06-15 12:38:01 +03:00
NanakoAC
17850e797e Box Nibbling Rework (#2131)
Currently, a mouse gnawing open a box to get its contents generates about a screen's worth of chatspam. And the same applies to eating a box of raisins or similar large meal. I feel this isn't appropriate for the size of the creature nor the severity of the act. In any case ive come up with a better method.

Main attraction of this PR, is that the box nibbling no longer uses visible messages, it only outputs to chat once, when it finally ruptures. In the meantime, any nibbling which doesn't break the box will instead shake it around and make a nibbling sound. Shaking code stolen from locker resist
Mice nibbling things is a quiet clicking noise, easy to ignore. so its unintrusive
Update: I've now extended this to all animal nibbling, not only boxes, but also on food too. To cut down on chatspam from small animals eating things.

The result of this change is that a creature eating a box or a meal is simultaneously easier than before to notice, if you care about it. And easier to ignore, if you don't care.

Also included, two bugfixes:

Re-adds the reverted console canpass behaviour that was lost a couple patches ago
adds a little robustness fix to animals, to deal with an issue where they were getting their stat set back to 0 without properly waking up. still not sure why it happens but now the icons will properly update when they do
2017-06-15 12:32:40 +03:00
Ron
74aa276a00 Makes gun closets unmovable unless certain tools are used (#2700)
For a gun closet to be moved a screwdriver and wrench has to be used on them in that order.
Fixes #2690
2017-06-13 02:26:39 +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
skull132
1a95ddf774 Emergency ladder sprites + placement (#2658)
Ladders added to emergency storage lockers (random chance), engineering storage (1), and EVA (1).

We'll see if that's too much or not.
2017-06-10 22:40:21 +03:00
Lohikar
a28fbd1415 Icon smoothing fixes (#2624)
Fixes some issues with smoothing, including asteroid flooring losing its sprite for no apparent reason.
2017-06-05 11:15:47 +03:00