Commit Graph

859 Commits

Author SHA1 Message Date
skull132
77c7e23ebe Port initial Bay12 object listener fix (#2106)
Port of Baystation12/Baystation12#13264

Large PR to put into Master, but the bug is really annoying and since it affect a traitor item, an often used one, I'll take the risk.

Fixes #1956
Fixes explosives implants and lawgiver not working.
2017-04-19 10:15:19 +03:00
MarinaGryphon
bf6002605e No More Psyborgs (Fixes #2077, adds Industrial Frame functionality requested by Cake) (#2090)
Stopped IPCs from being able to see without optics installed.
Made Industrial Frames actually pressure-proof, which allows them to use suit coolers on their back.
(Apologies for accidentally including some old commits. They've already been merged, anyway, so I hope it's not too much trouble.)
2017-04-14 19:05:12 +03:00
Werner
59e7377798 UDP Logging (#1997)
This implements UDP Logging with GELF.
It will allow full text search over all the logs and attributes sent over GELF to the log server.
2017-04-01 23:47:00 +03:00
Lohikar
449919c905 Fixes (#1943)
changes:

Fixes PDA manifest.
Fixed some bad turfs on the outpost.
Very slightly sped up lighting initialization.
Fixed mine turfs bordering on space turfs having a bad edge.
Possibly sped up asteroid gen slightly.
2017-03-20 08:13:17 +02:00
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
d3242f13a5 Abstract machinery, intercom listener, and directional hardhat lights (#1918)
changes:

Added an abstract-machinery helper type for interacting with power systems without duplicating power code.
Changed intercoms to use abstract machines to handle power state changes instead of polling with process().
Hardhat lights are now directional (LIGHT_WIDE)
Fixes #1922.
2017-03-18 20:06:45 +02:00
Lohikar
dceacd805b Directional lighting tweaks (#1833)
changes:

Flashlights now default to LIGHT_WIDE directional lighting.
Glowsticks, Lamps, Flares, and Slime Cores use LIGHT_OMNI.
Maglights use LIGHT_NARROW.
Heavy-duty flashlights use LIGHT_SEMI.
EVA suits default to LIGHT_WIDE.
Lanterns use LIGHT_OMNI, as well as now having a more appropriate light color.
Floodlights use LIGHT_WIDE, as well as having a more appropriate light color.
Synthetics default to LIGHT_WIDE. (including drones)
Added some predefined light_wedge values to the lighting defines file.
Fixed some bad angles that screwed up north/south lights in some cases.
2017-02-25 22:12:13 +02:00
Lohikar
65e0f3de97 Simpler lighting process, bug fixes, & modular computer tweaks (#1809)
Fixes #1806
Fixes #1730
Fixes #1747
Partially addresses #1763
Addresses #1283
Fixes #1799
Fixes #1816
Fixes #1813
2017-02-24 20:24:31 +02:00
Ryan784
a52092b294 Fixes #1789 and most alt-clicking related bugs (#1808)
Fix for the alt-clicking related bugs; users being able to alt-click and
have it work regardless of distance.
2017-02-24 19:30:09 +02:00
NanakoAC
aba694af6c Lighting Balance Pass (#1724)
Tweaks diona values on all lights, and range/power on a couple

Also adds a slightly dimmer sprite for tube light fixtures that they switch to during night mode. To reduce the incongruity from having a bright tube putting out very little light
2017-02-14 21:50:45 +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
skull132
b7c93ac3d7 Merge branch 'master' into development 2017-02-03 19:34:31 -05:00
Alberyk
7451b4aff7 Fix not working fake central command announcement (#1692)
- Fixes #1663
-maybe fix pAI not being selected
-fix invisible tactical tracksuits
2017-02-04 00:06:30 +02:00
Lohikar
1d5287dad0 Adaptive lighting updates (#1679)
This PR simplifies the lighting update system (removes update_type) and instead makes the lighting system decide which update method to use based on server load.

Instant updates are used during low-load, scheduled during high.

Also removes: update_lights_now() (redundant), diff_light() (unused).
2017-01-31 00:37:56 +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
VikingPingvin
7d7bfe186a Filter function for the PDA messenger screen (#1626)
nanoUI template modified to include the buttons for departments.

In pda.dm added vars and functions.
2017-01-28 22:45:27 +02:00
Werner
02d6d1932b Add a holowarrant to the secborg preset. (#1615)
Autosync the local warrants with the datacore on opening the device

Please describe the intent of your changes in a clear fashion.
Please make sure that, in the case of icon or mapping changes, you include images of these changes in the PR's description.
2017-01-23 21:07:37 +02:00
Werner
9d134d8e15 Computer manager and more (#1406)
The downloader and the file manager no longer come default on any device.
A client enrollment app comes now with every console
The user has to select weather the device is a private or company device and select a software preset if its a work console
Work devices are locked down to a specific set of programs
Private devices get the downloader and the file manager to install programs as usual.
Threw out the backup of the old-old camera monitor.
Made software presets a generic thing that are not dependant on the form factor of a device.
Ported holowarrants from bay
Ported wall mounted consoles from bay
Ported various computer fixes from bay
Vending machines spawn now with the holowarrant "client"
Mapping changes:

CE and HoS dont get a modular computer with command preset (they did not have that before bay merge, so why should they now)
Added a modular computer with command preset to the head of staff briefing room
Replaced the camera monitoring console in the Engine Control room with a modular computer
Replaced the cam monitor in the CE´s office with a wall mounted console
Switched places of the bar sink and console
Replaced the consoles with obj/item consoles
Mapped in the ERT and Merc Console (Merc Shuttle, ERT Area)
Fixed the "border" at the heisters base
Also waiting for CCIA on a design for the warrants.
But that can be changed with a follow up pull
2017-01-20 21:45:53 +02:00
LordFowl
3cf94c66fc Fixes blobs and other stuff (#1513)
Was supposed to contain a fix for Vaurca surgery, but I decided to greenlight this ASAP once I detected a critical bug with how blobs worked.
Fixes #1509
Fixes #1470
Fixes #1506
Fixes #1501
Fixes #1484
Fixes #1466

Also replaces a lot of Vaurca checks with isvaurca() so that Shells don't start doing weird shit.
2017-01-11 22:24:39 +02:00
LordFowl
83a688ca4e Fixes #1418 #1420 and #1431 (#1443)
Fixes #1418
Fixes #1420
Fixes #1431
2017-01-07 23:50:33 +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
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
Lohikar
730a77aab5 Miscellaneous Synthetic Changes (#1386)
changes:

imageadd: "Some AI displays now have special icons used when the AI is dead."
rscadd: "Added an admin verb that allows force-storaging of SSD AIs."
imageadd: "The AI's icon now changes when it is EMPed."
other:

Gave a name to borgs' internal radio so it doesn't show as "station bounced radio".
Disabled rejuvinate() for AIs as it didn't actually work anyways.
Fixed a potential bug where an engiborg's welder might've been able to be attached to things.
Added a code helper to check if an item is a borg tool.
2017-01-04 03:15:11 +02:00
Lohikar
cef746cd6d Misc fixes (#1370)
changes:

bugfix: "Fixed formatting of forms when held up to a security camera."
spellcheck: "Fixed grammar error in IA and CE's headsets."
Fixes #1196.
Fixes #1358.
Fixes #1376.
Fixes #1347.
Replaces some BYOND text macros with spans.

Issues:

M'sai's preview image does not work (missing image).
2017-01-03 01:54:30 +02:00
skull132
b7b8e2b202 Fix glasses + ventcrawling vision (#1371) 2017-01-03 01:32:29 +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
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
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
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
skull132
9b094ad0eb Merge branch 'upstream/development' into development
# Conflicts:
#	code/_helpers/time.dm
#	code/game/objects/items/devices/floor_painter.dm
#	code/game/objects/items/stacks/medical.dm
#	code/global.dm
#	code/modules/cargo/randomstock.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/mob_movement.dm
#	code/modules/paperwork/faxmachine.dm
2016-12-18 01:06:45 +02:00
Bedshaped
48f9c995b6 FINISHED ALL NON-PREF ERRORS (#27)
* code\game\machinery\cryopod.dm:482:error: orient_right: undefined var

* code\modules\mob\mob_movement.dm:272:error: mob.last_move_intent: undefined var

* code\modules\mob\living\simple_animal\simple_animal.dm:377&402:error: user.changeNext_move: undefined proc

* code\modules\mob\living\silicon\robot\robot_items.dm:31:error: loaded_item.reliability: undefined var

* fixes whatever to do with chameleon.dm

* camera.dm

* didn't get chameloeon the first time round

* uplink.dm

* code\game\objects\items\devices\PDA\PDA.dm:959:error: U.last_target_click: undefined var

* code\modules\clothing\head\misc_special.dm:159:error: icon_head: undefined var
2016-12-04 19:39:20 +02:00
Alberyk
053d88f450 Clearing more errors (#24)
Clears tray scanner related errors.
2016-11-30 18:27:59 +02:00
Werner
a878524089 Baymerge fixes (#13)
86 errors
2016-11-19 18:56:00 +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
Bedshaped
fbaf8c61a3 Bedshaped's Bugfixes 5 (#1146)
Fixes #1056 
Fixes #1036 
Fixes #1127 
Fixes #1135 
Fixes #1112, increases their health.
Quiets the bosun's whistle for night lighting.
2016-11-11 22:20:21 +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
Bedshaped
f8147dc1c6 Mag lock changes (#1050)
changelog:

rscadd: "New implementation of magnetic door locks, can be found in armory and eng secure storage."
soundadd: "Added hydraulic servo sounds."
devchangelog:
New helpers

Added check_neighbor_density(turf/T, var/dir) which checks if anything dense is on a tile next to T and return 1 if it is
Added is_type_in_view(var/type, var/dist = 0, var/center = src) and is_type_in_oview which will make a list from view and and return 1 if something matches the declared type
2016-10-30 22:54:18 +02:00
skull132
312ed30bf9 Merge branch 'master' into development 2016-10-30 13:18:37 -04:00
inselc
f11deb5f91 Bugfixes: hungry shades, IV drips, PDAs, smallbots and laptops (#1088)
Fixes #1082 
Fixes #1081 
Fixes #979 
Fixes #1063 
Fixes #874 
Fixes #1006 
Fixes #1063 
Fixes #929
2016-10-30 15:17:42 +02:00
NanakoAC
e9f8cdf6b1 Explosion Audio (#1057)
Adds directional audio for explosions and fixes a variety of sound issues with them.
Adds screenshaking for explosions
Tweaks volumes and adds missing sounds for several window/airlock interactions.

Also fixes some runtime errors here and there which were discovered during testing, mostly just adding safeties
2016-10-26 22:00:49 +03:00
Alberyk
479666a47d Random maint loot and miscellaneous things (#1052)
Things done:
Created several random objects, that can be used to randomize loot in the maint or other places. Several items, some rare things and other random useful or not objects.
Added a svd gun with its own snowflakness, to replace the heister's lwap, but, they will get an extra energy gun to compesate.
Added tracksuits, stunrod, new sprite for the rapier, a new sword flavor and the old cane sword.
Changed the heister ship armory; two random melee weapons, the dragunov with an extra mag and a random energy gun.
Changed the chances of ghetto guns going bad.
Replaced the carbines in the ert area with energy pistols, so, they can make use of the holsters.
Clumsy people may have trouble with glowsticks now.
2016-10-26 20:29:38 +03:00
Bedshaped
0dba7bc83f 67 errors, 0 warnings (#4) 2016-10-16 12:34:07 +03:00
skull132
730dd6a5da Merge branch 'master' into development 2016-10-15 06:32:05 -04:00
NanakoAC
37cbdbe40f Fixes #1047 (#1051) 2016-10-15 13:31:47 +03:00
Alberyk
ca6eac9a37 Adding new flashlight options and old code sprites (#1025)
Changes:

returned heavy flashlights from old code, some in security, eva storage and engineering
added robust maglights, placed some in security
ported glowsticks from polaris
cameras, recorders and some old code items sprites are being re-added
you can now carry flashlights into your armor
you can now carry wizard related items into the wizard robe and voidsuit
you can now carry chaplain related items into the chaplain hoodie and nun robes
you can now carry chaplain related items into the chaplain hoodie and nun robes
cult hoods now share the same armor values as the robes
2016-10-14 20:38:00 +03:00
Alberyk
8b826ed361 Remove flash converting in rev (#1048) 2016-10-13 21:43:07 +03:00
skull132
87e041aa75 Merge remote-tracking branch 'bay12-upstream/master' into development 2016-10-07 00:58:39 +03:00