Alberyk
59584ae772
Tray, paper bin and bottle fixes ( #1631 )
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- Fixes #1630
-fix juggernauts breaking the shit out of door real fast
-fix trays having literaly no delay when smacking someone with one
- Fixes #1628
-changes the recipe of sbiten, because it makes literaly zero sense for it to use vodka instead of mead, also added a bottle of it, spritted by datberry
-fixed bottles spawning without a name and icons on the cargo spawn, the base objects for bottles are just empty bottles now
-fix missing eye tape on mob sprite
-remove the last bit of "you can't fire a gun on help intent"
2017-01-23 23:41:33 +02:00
Alberyk
37f8366b62
Baymerge fixes and custom items tweaks ( #1515 )
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-fix missing bottles sprites
-fix some things related to custom items sprites and desc
-fix missing syndicate cyborg
-add delay to repairing robotic limbs and using first aid items
-allows sprints to be applied to hands and feet
-nanopaste can be used on robotic limbs, not only surgery
-fix #1512
-fix cargo maglocks beind centcom ones
-fix hardsuit vision restrictions not working as intended
-fix webbing being able to hold medium items
2017-01-11 23:01:43 +02:00
Alberyk
1c17f110ee
Fixing hides and accessories/custom loadout changes ( #1404 )
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-fix all the issues related to the leather things, as in they been just metal sheets, by adding leather materials and some things you can build with them.
-add a carp and corgi costume
-add some new accessories, like a new holster, the atlas armband that everyone wanted and some new medals
-add more things to the custom loadout, like the tracksuit things
-turns the waistcoat and suspender into accessories too
-fix the captain's medal at spawn being utter fucking broken
-add xeno sprites for the hazard suit
-add some more things to the cargo warehouse, like hides and winter coats
-replace force gloves sprites with cake's version
-add more jumpsuits that you can roll up sleeves
-stun from tabling someone is random now instead of a fixed ammount
2017-01-07 13:00:22 +02:00
NanakoAC
6cef8c9074
Attack Proc fixes ( #1259 )
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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
skull132
9b094ad0eb
Merge branch 'upstream/development' into development
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# 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
NanakoAC
182d4375be
Animal healing fix ( #1162 )
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Fixes animal healing with food, which i broke a couple patches ago, and healing animals with medical kits, which has never really worked right
I tweaked the heal values on the kits slightly, this wont make much difference to healing humans, only to healing animals.
Also added a doafter thing to make it a tiny bit more involved.
Also adds a little text for animals to make it visible on examination if they're wounded
2016-11-18 22:03:43 +02:00
skull132
e9b688e1f6
Merge branch 'development-2' into development
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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
Bedshaped
f0df1746f8
Bedshaped's Best Bugfixes #1 ( #654 )
...
Fixes #505 (again)
Fixes #626
Fixes #647
Resolves #509
2016-08-02 21:47:37 +03:00
Alberyk
a53cb0e373
Adding costs to nanopaste ( #567 )
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No more free nanopaste.
2016-07-12 18:30:20 +03:00
skull132
17938853d5
Of Helper Procs & Dumbs
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Makes a mob/proc/can_use_hand(), which determines whether or not a mob can use a given hand.
Redefined in human.dm to check a hand's status and usability.
2016-03-25 20:33:10 +02:00
skull132
3d90716324
Reworking hand usability checks; Fixes #200
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Hand usability checks are moved into `mob/living/carbon/human/put_in_l_hand()` and `put_in_r_hand()` respectively. This changes how `obj/item/attack_hand()` functions slightly.
2016-03-25 17:32:49 +02:00
Atlantis
9d98c4ab2a
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into 2016-01-16-robotchanges
2016-01-16 13:03:26 +01:00
Atlantis
dd74c30b58
Replaces Construction module
...
- Construction module merged back into Engineering module.
- RCD is not available by default. It is now an upgrade, as is the jetpack for mining module, etc.
- Matter synth capacities adjusted a bit. Steel increased from 40 sheets to 60 sheets. Originally (before matter synths were introduced at all) engiborgs had approx. 100 sheets worth of materials. Plasteel increased from 10 sheets to 20 sheets since rwalls require 4 sheets, instead of 2 for quite some time now.
- Adds possibility to install a matter bin into cyborg. Matter bin multiplies cyborg's material capacity. Obviously this is most useful for engineering borgs. Default multiplier is 1, regular matter bin has 2, advanced matter bin 3 and super matter bin 4.
2016-01-16 12:38:02 +01:00
PsiOmegaDelta
dcfe907ff0
Makes it possible to convert uplink TCs into physical form.
...
These crystals can be inserted into active uplinks, making it possible to trade them.
Variant of https://github.com/ParadiseSS13/Paradise/pull/3174/files .
The uplink now always shows the description to avoid annoying button shifting.
2016-01-11 16:58:42 +01:00
Hubblenaut
3127ee28b5
Fixes subcategories of floor tiles not being placable
2015-12-11 11:08:36 +01:00
mwerezak
fa6c8415ea
Adds click cooldowns to common healing and repair actions
2015-12-06 00:23:49 -05:00
PsiOmegaDelta
55f6c1c0b5
Merge pull request #11204 from Hubblenaut/medical
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Bruise Packs, Changes and small Fixes
2015-10-19 16:17:16 +02:00
Hubblenaut
cbd0972bfa
Bruise packs are used per wound and take time to apply
2015-10-16 16:36:04 +02:00
PsiOmegaDelta
3fd28dd361
Merge remote-tracking branch 'upstream/dev-freeze' into dev
...
Conflicts:
html/changelogs/.all_changelog.yml
2015-10-14 08:41:38 +02:00
PsiOmegaDelta
3fd172ee63
Merge pull request #11294 from Baystation12/master
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Dev-freeze
2015-10-14 08:40:03 +02:00
Hubblenaut
1c8ec1a700
Fixes stack creation logic and return value
2015-10-11 22:02:05 +02:00
PsiOmegaDelta
27feb09a31
Merge remote-tracking branch 'upstream/dev-freeze' into dev
...
Conflicts:
code/game/machinery/computer/computer.dm
html/changelogs/.all_changelog.yml
2015-10-11 17:37:01 +02:00
PsiOmegaDelta
070ca0adea
Merge remote-tracking branch 'upstream/master' into dev-freeze
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Conflicts:
code/game/objects/items/weapons/tanks/tanks.dm
code/modules/holodeck/HolodeckControl.dm
code/modules/mob/living/carbon/breathe.dm
code/modules/mob/living/carbon/human/life.dm
code/setup.dm
2015-10-11 17:17:41 +02:00
PsiOmegaDelta
bd7c475fcc
Stack material use now depends on charge costs.
...
This ensures one does not have to remember to set uses_charge equal to the length of the charge_cost list. Fixes #10943 .
2015-10-08 20:29:39 +02:00
PsiOmegaDelta
8a1b414e28
Floor painter, turf, and decal tweaks.
...
Makes several custom color definitions, utilized by the floor painter, floor tiles, decals, etc.
Colored floor turfs now use a white icon state and applies a color, similar to the corresponding decals. This ensures they have the same color tone (was slightly off previously).
Colored floor tiles also use a white icon state and color application.
Removes now unused item states.
2015-09-21 15:14:13 +02:00
PsiOmegaDelta
9057655da6
Merge remote-tracking branch 'upstream/dev-freeze' into dev
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Conflicts:
code/modules/clothing/clothing.dm
code/modules/clothing/spacesuits/spacesuits.dm
code/modules/clothing/spacesuits/void/merc.dm
code/modules/clothing/spacesuits/void/void.dm
code/modules/mob/living/carbon/human/examine.dm
code/modules/mob/living/silicon/ai/ai.dm
2015-08-24 10:31:30 +02:00
PsiOmegaDelta
c376c08cc0
Merge remote-tracking branch 'upstream/master' into dev-freeze
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Conflicts:
code/game/objects/structures/girders.dm
code/modules/mob/living/carbon/human/human_damage.dm
2015-08-24 10:23:12 +02:00
mwerezak
13c760c5bb
Fixes #9453 and fixes #10614
2015-08-22 11:09:17 -04:00
Zuhayr
3f833f2b24
Reimplemented floor lights as a machine built at the autolathe.
2015-08-16 19:26:17 -07:00
PsiOmega
aa475ea23c
Adds (dirty) steel tiles.
2015-08-16 06:07:59 -07:00
PsiOmega
ddcc06d55f
Additional floor decal icons.
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Adds grey, purple, and white floor decals.
Adds full red and yellow floors, both for floor and floor tile.
Makes the U-shaped warning sprites match the straight and L-shaped sprites.
2015-08-16 06:07:51 -07:00
Kelenius
7c1d9b5614
Mech chargers are now a single machine
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Can be built and upgraded
Resolves #5215
2015-08-16 06:07:36 -07:00
Zuhayr
c8baafed2a
Removed turf_animation for now, ported vg hasproximity optimisation. Rewrite and refactor of how turfs handle icon updates, edge smoothing and
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construction/deconstruction. Major map rework/changes.
2015-08-16 06:05:21 -07:00
PsiOmegaDelta
1b10f78940
Merge remote-tracking branch 'upstream/master' into dev-freeze
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Conflicts:
code/modules/mob/living/carbon/human/life.dm
2015-08-13 09:01:10 +02:00
HarpyEagle
19fbc71249
Removes req_amount from stack_recipe_list
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The stack_recipe_list datum itself is not used to make anything, so having
a req_amount made little sense. Fixes #10572 .
2015-08-12 15:54:16 -04:00
PsiOmega
e875a7ce48
Merge remote-tracking branch 'upstream/dev-freeze' into dev
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Conflicts:
code/game/machinery/computer3/buildandrepair.dm
code/game/objects/items/devices/lightreplacer.dm
code/modules/research/circuitprinter.dm
code/modules/research/protolathe.dm
2015-08-08 15:34:51 +02:00
mwerezak
0ceb0e291d
Fixes #10314
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Replaces every check for a hardcoded material stack type with a check
for material of the stack.
2015-08-02 00:01:10 -04:00
GinjaNinja32
0c1aee8074
Fixes <span class='class>, makes Travis check it
2015-07-18 21:13:32 +01:00
PsiOmega
f25e8a7a67
Merge remote-tracking branch 'upstream/dev-freeze' into dev
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Conflicts:
code/game/objects/items/stacks/tiles/plasteel.dm
code/game/objects/items/stacks/tiles/tile_types.dm
code/modules/materials/materials.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/mob/living/silicon/pai/pai.dm
code/modules/surgery/implant.dm
code/setup.dm
2015-06-26 20:28:47 +02:00
mwerezak
56065022a7
Updates fire_act() implementations to work better with lower temperature fires
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In some cases fire_act() wasn't even checking the applied temperature. Reworks how fire damages flooring.
2015-06-26 00:40:55 -04:00
mwerezak
9d7a1b9ad6
Fixes misleading path and proc name
2015-06-26 00:40:31 -04:00
Zuhayr
f9134028b6
Fixes #9777
2015-06-10 23:14:34 +09:30
PsiOmegaDelta
c3f0a46c19
Merge remote-tracking branch 'upstream/dev-freeze' into dev
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Conflicts:
code/game/objects/items/weapons/storage/briefcase.dm
html/changelogs/.all_changelog.yml
2015-06-05 10:39:41 +02:00
PsiOmegaDelta
7f9996eece
Merge remote-tracking branch 'upstream/master' into dev-freeze
2015-06-05 10:23:23 +02:00
GinjaNinja32
63ea8338fb
Merge remote-tracking branch 'upstream/dev' into span_class=notice
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Conflicts:
code/ZAS/Diagnostic.dm
code/game/machinery/computer3/laptop.dm
code/game/machinery/requests_console.dm
code/game/objects/items/stacks/tiles/plasteel.dm
2015-06-05 00:49:13 +01:00
PsiOmegaDelta
65fc980b20
Stack splitting and cable merging fixes.
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Split stacks will now keep the same colors.
Can now only join cables of the same color together, unless you are a borg.
2015-06-04 13:24:12 +02:00
GinjaNinja32
c77605265c
code/game/objects, code/game/machinery merge fix
2015-06-02 20:18:45 +01:00
Zuhayr
ebe62cefd8
Refactored random map generator system and added several terrain generators.
...
Created a global list to track base turfs for explosions/shuttle moves.
Remaps the asteroid to be a moonlet. Tidies up some references to 'asteroid', removes moonbase from the accessible z level list.
2015-06-03 04:36:19 +09:30
Zuhayr
1a4f3952d1
Cosmetic fixups.
2015-05-31 17:10:49 +09:30