Commit Graph

14587 Commits

Author SHA1 Message Date
skull132
ca09aeaeef Remove Global Iterators (#2842)
Removes the global iterators, which mechs use heavily, and replaces it with standard process() calls from SSfast_process and SSprocessing.
2017-06-28 23:15:50 +03:00
Lohikar
51c967d554 Kill a bunch of unneeded lists (#2851)
Removes a bunch of default lists from /obj, /obj/item, and /obj/structure, replacing them with either lazylists or adding behavior to the null value.

Null armor is now considered identical to having armor with 0 armor in each category, null attack_verb results in the text "attacked" being used.
2017-06-28 23:10:33 +03:00
Lohikar
c077b12899 Convert storage objects to initialize (#2850)
changes:

Converted storage objects to Initialize().
Removed timer from storage New/Initialize in favor of LateInitialize.
Removed some pointless src from storage objects.
Fixed GC of some screen objects used by storage objects.
Changed storage objects' filling to be done by fill() instead of New()/Initialize().
Medkits actually work this time!
2017-06-28 23:09:59 +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
AgentWhatever
c66921b079 Agentwhatever interpretive borgs (#2848)
Added more languages for borgs, plus a short explanation on how borg languages work code-wise for future reference
* Swapped the basic and default/classic icons for all modules

Closes #2781
2017-06-28 14:25:31 +03:00
Alberyk
013a361ca3 Adds changeling horror form (#2819)
Adds an end game power for changelings (15 genomes points), allowing them to turn into a robust mob for around five minutes.

Fixes some issues with arm blades and shields, also adds a chem costs to using them.

Adds new changeling related sounds.
2017-06-28 14:23:49 +03:00
Lohikar
300f238111 vg Holomaps (#2844)
Ports vorestation's implementation of /vg/'s holomaps.

Holomaps are an in-game object that shows a map of (most) of the station with departments highlighted, to aid in navigation around the station. Maintenance, high-security, and asteroid areas are excluded from the maps.

Adds approximately 1.5 seconds to server boot to generate maps.

Holomaps were added at:

Arrivals shuttle dock, north of checkpoint.
Surface level lift.
By entrance to security on main level.
North of the kitchen.
South of Engineering, near tech storage.
Beside the IA office.
Near the lift on each sub-level department.
2017-06-27 20:40:40 +03:00
Fire-and-Glory
eb5e179990 Sprite tweaks plus Ivancarp (#2845)
The top of the Tajaran industrial mining RIG chestpiece has been lowered to no-longer obscure the Tajaran's mouth from the front when the helmet is down. (Inconsistent with sidesprites anyway.)

The Ivancarp plushie can now spawn whenever the game calls for a random plushie, and the carp himself has a chance of appearing in cargo's warehouse.

Also made the latest attempt at fixing the phasing cigarettes.

Also changed that thing where part of the face is clearly exposed on the Rescue RIG's helmet when it is ''sealed''.
2017-06-27 11:22:50 +03:00
skull132
ccadcdb6f3 Support - Remove sleep() calls in various Life() chains (#2833)
Removes:

sleep in floorbot/Life() (Fixes #2578)
sleep in medbot/Life()
sleep in farmbot/Life()
a sleep in Diona specific proc chains, which sneaked into human/Life()
a sleep in coldingtons/activate, which sneaked into human/Life()
sleep in bear/misc_command (uncertain if this was ever called in Life(), but hey!)
sleep in corgi/*/Life
This covers all debug references I could find on graylog from the past 30 days.

Refactors:

Removes Nanako-style comments from diona_base.dm which break formatting in VSCode and Github
Swaps diona_base.dm to use to_chat over <<
2017-06-26 21:09:51 +03:00
Lohikar
c838fddb22 initialize() -> atmos_init() (#2816)
Renames Atmos machinery's initialize() proc to atmos_init(), to better distinguish it from atom Initialize().
2017-06-26 12:06:57 +03:00
Lohikar
b071bbf0d2 Parallax-related performance tweaks (#2810)
Experimental tweaks to how parallax's movement hooks work; the current ones appear to be fairly expensive for all movable movement, doing locate(/mob) in src on every forceMove(). This PR creates a new lazylist (contained_mobs) containing a list of every mob directly contained by an object. contained_mobs is updated on mob/forceMove().

Not sure how to handle mobs located deeper than directly inside an object.

Only alternative to this I see is to make SSparallax tick.
2017-06-26 12:05:17 +03:00
Lohikar
b83a2d908b Fix zpipes not having color (#2812)
changes:

Z-pipes now properly show pipe color.
2017-06-25 14:56:06 +03:00
SoundScopes
f9cab847e7 Fixes #2773 (#2784) 2017-06-24 15:49:13 +03:00
Ron
1dc0fee3cd Rework of Multi Z vent crawling PR (#2775)
Reworks #2689
Includes: Vent crawling up and down.

Quote from original PR:

Main feature is that ventcrawling between Z levels now works perfectly. It takes 10 seconds to climb up or down a pipe...
2017-06-23 15:55:41 +03:00
Lohikar
bec02b1524 More lighting optimizations (#2789)
Mostly micro-optimizations on a few loops, but also includes more non-mem-hack optimizations for white light such as that created by the default sun.

Movable light updates are done on Move/forceMove now instead of Entered/Exited.

Removed pointless cache_u value.
2017-06-22 13:36:12 +03:00
Lohikar
05cceb7a1a Queued icon update tweaks (#2787)
changes:

Queued icon updates now update the atom's associated openspace overlay or openturf.
update_oo() renamed to update_above(), and moved up to /atom. Only meaningful on /turf (updates above openturf if present) and /atom/movable (updates associated OO if present).
Demoted SSfalling to a regular subsystem (1ds tickrate).
Increased SSlighting's tickrate from 2 ds to 1 ds.
2017-06-22 13:23:30 +03:00
Lohikar
26af8de863 Chameleon contained sprites fix (#2783)
changes:

Chameleon items now use appearance copy to duplicate appearance.
Chameleon items now support contained sprites.
Chameleon items will now explicitly qdelete the temporary copy-item instead of assuming it will GC.
Fixes #2753.
2017-06-22 13:18:44 +03:00
Lohikar
bcccd88fd4 Fastboot (#2761)
Adds a config option that disables some time consuming bootup steps that aren't generally required for debugging.
2017-06-22 13:15:20 +03:00
Lohikar
8445d042dc Miscellaneous fixes (#2774)
changes:

Fixed various GC failures.
Converted integrated radios (used in PDA cartridges) to Initialize.
Added a missing Destroy to the QM PDA cartridge's integrated radio.
Fixed a runtime when mineturfs with no ore were destroyed by explosions.
Fixed a runtime when explosions attempted to Z-travel.
Minor radio performance improvements.
Converted radio globals to defines.
Changed the Security-I and Medical-I frequencies to use the same colors as their respective departments.
Fixes #2646.
2017-06-21 00:09:55 +03:00
Ron
987a4eff88 Adjusts the tech levels for certain weapons (#2735)
This makes it possible to get the railgun and decloner eaiser. It's still rare and costly. Also made it possible to get the mech teleporter (It's really not as good as some people think) by using antag items to get bluespace research up to 6. Also removed a duplicate decloner fab.
2017-06-19 10:47:12 +03:00
LordFowl
8cf51e60e0 Buffs Fall Damage (#2758)
Fixes an issue where damage to the chest would never be applied.
Nerfs Weakened.
2017-06-19 00:43:42 +03:00
skull132
324dba97dc Fix some runtimes (#2755) 2017-06-18 13:48:24 +03:00
Lohikar
521705dc62 Soft-delete fixes & Tajara Coffee overdose tweak (#2749)
changes:

Fixed issues with parallax objects not deleting properly due to hanging refs. (this also seems to fix some mob delete failures, like BSTs)
Fixed issues with hyperzine, inaprovaline, and synaptazine not soft-deleting due to hanging modifier references.
Removed coffee overdoses poisoning Tajara at Mofo's request.
2017-06-18 13:35:24 +03:00
Lohikar
5abbbe1fb3 Add balance changelog tag (#2736)
Adds a balance tag to the changelog system, for marking purely balance changes.
2017-06-17 22:21:50 +03:00
Lohikar
cf919b55e5 Remove butanol from chemistry dispenser (#2728)
Removes butanol from chemistry's chemical dispenser, as it is not actually used in production of anything, unlike ethanol.
2017-06-17 22:21:10 +03:00
Alberyk
e53545e8f1 Tweaks space bike behavior with new map related turfs (#2725)
You can't put down the kickstand in turfs such as space or open space. Space bikes will now go fast in asteroid turfs, space and open spaces, making them a bit more useful.

Fixes #2619
2017-06-17 22:20:58 +03:00
Alberyk
feb934912d Only syndicate force gloves can strong grab now (#2724)
The strong grab feature from the force glove just makes them an insta win in any fight you can reach your target, making any force gloves pretty much bullshit together with the bay grab system. This changes that you can only do the strong grabs with syndicate version of the force gloves
2017-06-17 22:20:13 +03:00
skull132
36cb778548 Add roofs (#2737)
Implements roofs
2017-06-17 22:18:39 +03:00
Alberyk
e8b01f0624 Adds paramedic hardsuit to the map (#2733)
Adds the medical rescue module to the map, adding a downgraded injector version to it with actuators. Also, changes the access of the paramedic area, so, not everyone can run inside and steal their things.

And at last, gives maint access to the cmo.
2017-06-16 22:20:59 +03:00
AgentWhatever
cd0fdce77d Agent whatever soundstuffs (#2719)
The announcement system just got an upgrade.
Also made the delta siren more concerning.
And made a custom slightly annoying sound for the night mode announcement.
2017-06-16 19:33:34 +03:00
skull132
4d88f0ec32 Merge branch 'master' into development 2017-06-15 16:54:31 +03:00
Lohikar
1423250412 Update DMM Suite (#2711)
Updates the DMM Suite from /tg/ upstream, adding the ability to load tgm format maps, tick-checks, and better compatibility with SSatoms / Initialize().

Also adds some framework for random ruin generation, though it is not functional yet.
2017-06-15 12:41:45 +03:00
Alberyk
4552fae7f5 Removes cloaking devices (#2713)
This pr will replace the cloaking device from cargo warehouse spawn,, because they pretty much fall under the same level of bullshit as thermals and etc, with the new portable ladders.

Also, removes from the traitor uplink, because it is only used for combat it seems, defeating the purpose of being a stealth item. The chameleon projector is a better, and far less bullshit item, to cover the same purpose.
2017-06-15 12:39:06 +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
MarinaGryphon
5955697663 Changed lobotomization to memory recall removal. (#2145)
Changed the name of lobotomization to MMI preparation in messages displayed to players.
It still functions the same. This is due to concerns that a lobotomy would not have the described effect, and a medical professional (such as a character performing the surgery) would not call that one.
2017-06-15 12:33:41 +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
NanakoAC
a8b9ae0022 Window Booping Fix (#2691)
A minor issue that's annoyed me for a long time;
This PR adds ON_BORDER support for attack animations and atom facing, causing you to face and strike in the correct direction when dealing with border objects on the same tile as you. Previously these things would fail and do no animation/facing change

Afaik, border objects really just means single pane windows and windoors right now.
2017-06-15 12:31:20 +03:00
inselc
fc22559902 Fixes mice and drones being able to push lockers (#2710)
This PR contains fixes for mice (simple_animals) and drones being able to push any object that was movable and not anchored.

Fixes #764
Fixes #2705
2017-06-14 13:55:09 +03:00
LordFowl
6f3fa4eba9 Shafted (#2704)
Ladders now have proper open-space shafts. Their sprite has been edited to remove the faux-hole, and also the down sprite is now at the same vertical pixel adjustment as the up sprite, so it looks kinda like they connect.

For security's sake, you can no longer fall down an openspace if there is a ladder on the openspace tile. Strangelly enough there was already code for not falling down if there was a ladder below you.

Added flight to some simple mobs that had been excluded from Alberyk's initial runthrough (parrots, bees, bats, and shades.)

The purpose of this PR is that you can now fly up ladder shafts.
2017-06-13 22:52:42 +03:00
skull132
a6b9bdd508 Merge branch 'master' into development
# Conflicts:
#	code/modules/mob/living/silicon/pai/pai.dm
2017-06-13 13:44:41 +03:00
Alberyk
284e81b54b Custom items 10/06 (#2656)
Adds the following items:

Stitched Heart White Poncho - Flaming Hearts Love Stars - sleepywolf
Tarnished Badge - Jane Pyre - somethingvile
Asimov chassis - Asimo - sleepywolf
2017-06-13 13:39:09 +03:00
NanakoAC
0310a7cba8 PAI Access Fix (#2707)
Fixes a bug that gave PAI's all access.
It seems at some point silicons were changed to use an internal ID, and pais were given that same ID which had all access.

Changed it so their internal ID only has basic access and rerouted pai ID functions to it. This restores them to intended functionality, that is: They can only walk in public areas, and wherever their master has access, once the master has scanned their ID
2017-06-13 13:37:24 +03:00
Ron
228c424673 Removes duplicated crowbar (#2702)
Removes the extra crowbar from the mining module.
Fixes #2669
2017-06-13 02:39:41 +03:00
skull132
e4423761ef Admin & Staff adjustments (#2529)
Features:

 Removal of BOREALIS (python module) as it's not used.
 Removes ToR ban feature in lieu of IPIntel.
 New BOREALIS config to alert staff if server starts as hidden.
 Adminhelps now inform admins on discord if dibsed (when they were sent to discord anyways).
 Adds hub visibility to the server access control panel.
 Adds mirror ban spotting via ban panel. It now redirects to the linked ban if one is found.
 CCIAA now get alerted as to how many of them are online and active when receiving faxes and emergency messages via Discord.
 Removed unused C/C++ libraries. The socket_talk module is a generic UDP shipper, of which Arrow implemented a better version. lib nudge is not even compiled for use. lib_nudge module is uncompiled and no longer used, as we use cURL for the bot.
 Removed depracted APIs and config settings related to the previous point.
 Whitelisted jobs now appear properly in the job selection window as [WHITELISTED].
 Job ban reasons can now be viewed from player preferences window.
 Await admin approval for final CCIAA requests and implement. RIP CCIAA.
 Fix age bans for jobs and antags (dynamic ones, ofc).
 Implement https://forums.aurorastation.org/viewtopic.php?f=18&t=8283
2017-06-13 01:37:44 +03:00
NanakoAC
c8e8710b41 Quick Nymph Runtime Fix (#2686)
Adds a safety check to fix a runtime error with nymphs
2017-06-13 01:22:13 +03:00
Werner
613cdda4fd Allow Service Borgs to use cooking containers (#2699)
Fixes #2685
2017-06-12 23:15:44 +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
Alberyk
585a6c59dd CSI suit, map and marking fixes (#2666)
Fixes #2665
Fixes the garden vending machine being the wrong and a missing camera tag
Fixes some body markings having the wrong icon state
Fixes verbs such as select equipment and etc being broken
Removes the belly markings because they were awful
2017-06-11 12:24:43 +03:00
Lohikar
a599cd34ee Custom loadout sanity (#2671)
This PR unifies the various manual implementations of custom loadout equip into three procs located inside the job subsystem, as well as updates all custom loadout code to use the new procs.

Fixes custom loadout items not overriding job items in character setup.
2017-06-11 12:22:35 +03:00
Alberyk
8090fed803 Fixes certain species having the wrong eyes (#2672)
IPCs had the var eyes set to default, which caused some really odd and ugly sprite to appear on the side of their monitor, this pr will probably fix this.
2017-06-11 12:22:02 +03:00