-added a check to see if the mob is a wizard or apprentice
-replaced the faction check with the new check
-fixed wizard apprentices, also giving them a book with three spells uses
-you can now cast cure major wounds on yourself
-reduces the brain damage caused by swap
Fixes#2047
Aims to improve open turf traversal and interaction by doing two things:
If a mob is wearing magboots and has enabled magboots, they are now unable to walk onto an open turf. This includes open space turfs. It makes magboots useful again for miners, on the asteroid!
If a mob is wearing a jetpack with jetpack stabilization enabled (and the jetpack active), they can walk onto the open turf but will not fall down. They can now also, simply by having the jetpack active, move upwards. Keeping stabilization off in this stage will allow them to pop-up and down if they want, leading to hilarity.
Touches mob/proc/Check_Shoegrip() and makes it more useful + more used.
changes:
Converted some objects that were using the processing_objects list + a processing var to the START/STOP_PROCESSING macros and SSprocessing.
Converted a spawn to a timer.
Fixes#2294.
-turn some custom items into regular ones, their original owners will keep their more snowflake version, at tishina's request due to this new policy: https://forums.aurorastation.org/viewtopic.php?f=25&t=8087
-fix the mercenary's voidsuit and the radsuit having exposed hands in their mob sprites
-fix the iaa rig having no sprite when deployed
-adds flannel shirts/jackets that strudel was asking me for months
-adds a medical webbing and drop pouches versions of the webbings
-brings back the IAC armband from old code
-adds pink lipstick
When the update goes into master, I will make another pr fixing the custom item paths and etc.
changes:
Thrown objects will now fire Entered() on the turf they land on. As a result, they will now fall if they land on an openturf.
Openturfs now queue an icon update if something falls down.
/obj/item/weapon/ore_radar converted to use SSfast_process instead of a spawn loop.
Converted hand-held tanks' New() to Initialize().
Note: This PR allows grenades to be thrown down openturfs.
changes:
Syndie hardsuit/voidsuit helmet lights now emit green light, the same color as the lights on the helmet's sprite.
Welding tools now use SSprocessing instead of the obsolete processing_objects list.
Converted some spawns to timers.
Fixes#2201.
Fixes#2162.
changes:
Airlocks no longer tick (exceptions: firedoors, uranium airlocks)
Airlock commands run before round-start are queued to run at round-start.
Airlock commands that failed to run are scheduled to try again in 2 seconds with timers.
Callbacks can now be registered with SSticker to run at round-start in a non-blocking way.
Added a new subsystem (SSpower) for handling power-related functions. Currently doesn't do a whole lot, but this will likely eventually change.
RCON functionality has been moved from SSmachinery to SSpower.
The global cable list has been moved into SSpower.
Powernet sensors no longer process purely to keep themselves in the global machines list, instead they are added to a list in SSpower.
Power terminals no longer pointlessly tick.
Removed some variables from SSticker that weren't used by anything.
Holographic overlays such as those used by consoles are now cached.
Xenoarcheology setup is now tick-checked.
ZAS now uses post-fire timing.
The req_access and req_one_access lists are no longer initialized by default on all /obj types.
Openturfs will only emit starlight if they are bordering a non-openturf dynamically lit turf.
Powernets are now stored in SSpower instead of being a global.
The global mouse list is now stored in SSmob instead of being a global.
Fixed some weirdness in APCs' Destroy() caused by a merge.
SSwireless now pre-bakes to reduce round-start processing.
SSwireless no longer uses processing queues.
* 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
-changes the one handed pulse rifle to be a pulse carbine and a pulse pistol, also removed a lot of useless vars from it
-changed the pulse destroyer to fire in bursts
-added some new flavors of sword with their own sprites
-added some new on hand and back sprites for some guns
-added the janitor ert hardsuit, not anywhere yet
-fix #2137
-fix the anesthetic tank having no sprite on the back
-ghetto shotgun and pistol chances of failure are now random when they are created
* Crusher for the new map
* Use Power
* Updated the sprites
* Pre-Start Time change and more messages
* Added Changelog
* Update app_presets.dm
* Sprites for the maint hatch. And some overlay changes
* Fixed maint hatch not closing
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.
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.)
The Kneebreaker Hammer should no longer do hilarious amounts of damage should you find a way to make it go through the air faster than it would if you threw it.
Well, no more damage than it would if you applied such a thing to any other item.
This PR contains bugfixes for:
Drones being unable to matter-decompile burnt matches (#717). Burnt matches will be decompiled into a small amount of wood.
Ghosts triggering infrared emitters (#644). Added a check whether the movable passing through the laser beam is actually "visible".
Reagent transfer messages showing up when clicking on chem implant cases, even when the syringe is empty (#704). Added a check whether reagents have actually been transferred. The displayed message will now also display the actual amount transferred. Removed spawn(5)-delay to prevent click-stacking.
Limb relocation messages not showing up for bystanders (#778).
-fix #2011
-fix attacking people with cult books having no delay
-nerf frag grenades a bit
-fix #1988 but this may end allowing you to hit people if you use the wrong tool, but, however will make things far easier for borgs or people doing surgery
Trying to work off some of the older bugs on the issues list:
Fix faxmachine getting stuck on "0 seconds remaining". There may be a process scheduler issue which causes a long polling interval for the faxmachine's process()-method.
Replace newline in crew record notes with <BR> when generating the records in the filing cabinets.
Surround crew record notes with "preformatted text" HTML tags on PDA / pAI screens.
When constructing protolathes or circuit imprinters, transfer the reagents contained in the beakers to internal reagent container upon completion.
Fix suspension field generator not clearing the qdel'd suspension_field reference. This fixes being unable to unwrench the generator, too.
Fix wallet sprite still showing an empty wallet when inserting a guest pass.
-fix lunchboxes being borked
-tweaks somethings in the wallet
-fix the locker item and add it to the custom loadout
-adds check to stop mouse from hanging people
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.
-add reflection and parry to the wizard rune sword
-tweaks and add more things to the custom loadout
-remove the linebin and thermals from cargo
-add exosuit paint kits and some other things to cargo spawn
-re-add the non slip flag to skrells
- Fixes#1890
-adds more hats
-beastmen botanists now get some snowflake gloves
-unathi are now poisoned by alcohol, at jackboot's request
-fix smacking people against toilets having no delay
-fix some visible message issues and wrong date in the sink and shower
-removed being able to select bst gear using chameleon clothing
-fix some grammer
-fix vaurca voidsuits having an outdated species
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.
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.
changes:
bugfix: "Fixed an issue where some objects could not be deconstructed with RnD."
bugfix: "Helmet lights now actually display the powered-on sprite."
bugfix: "Cats on heads no longer magically turn invisible."
bugfix: "Cyborgs' portable destructive analyzer can no longer steal intercoms or the captain's safe."
imageadd: "Duffle (duffel?) bags now have in-hand sprites."
Fixes#1158Fixes#1662
Fixes#1790Fixes#1791
Fixes a number of issues with robot sprites, chem master machine, and surgery steps
The issue with borg sprites was caused by duplicate calls to ..()
Ive standardised robot module parent calls to the top of the function
Fixed the chemmaster not depositing pills in bottles properly. I added a new add_to_storage proc to storage.dm which is just a simple, safe means of putting stuff in stuff. it handles the checking.
Fixed some issues with surgery. A few surgery steps had incorrect "open" var ranges defined which was causing organ repair surgery to be interfered with
Also removed screwdriver from the list of bone mending tools, and added duct tape instead as the ghetto alternative. And allowed energyswords + chainswords to be used for cutting open ribs. theyre already useable for amputation
Fixed an incorrect return var for surgery that was making surgeons able to attack their patients on help intent. Shouldnt happen anymore
And also fixed the experimental welder being un-makeable at the protolathe.
Energy swords, shields, and ninja blades can now deflect projectiles.
Energy swords have a fairly moderate chance of reflecting energy weapons.
Energy shields have a much higher chance of reflecting energy weapons.
The ninja blade has the highest chance of reflecting energy weapons.
Energy sword and ninja blade can only effectively reflect shots to the groin, chest, and head.
Energy shield has full body coverage.
Energy sword has less "durability" than shield and blade (Can withstand less shots before shutting off.)
Neither sword, shield, nor blade can deflect shots to the back. Only the ablative vest provides full coverage.
Probably some other stuff I'm forgetting.
devices and tools.dm ~Advanced pinpointer added
implant.dm ~loyalty implants melt when EMP'd
nuclear_bomb.dm ~ code goes to delta when activated
microwave.dm ~ Fixes#1668
lockbox.dm ~ medal box added
exodus-1.dmm ~ medal box added
storage.dmi ~ medal box icon added
advanced pin pointer was 25 but after talking to some people they said 15 is better, I don't know though
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.
-fix magic missiles not working
-corrupt form should not strip the wizard, should last longer and the fully upgraded form was buffed
-heads of staff, except implanted ones, can be converted to rev now
-cultists gets the cult language
-loyalty implants will stop rev convertion
-probably fixed ai and cyborgs being selected as cultists and getting access to aooc
- Fixes#1777