Commit Graph

20716 Commits

Author SHA1 Message Date
Alberyk
cac92dfcc9 No more narsie over the news, and some minor fixes (#866)
no more cult of nar'sie over the news
no more yelling over breaking cuffs
ninjas should start with a contract uplink now
fixing a missing bluesec sprite
Removing vox from the species you can select at character creation
Fixed the L6 SAW using the wrong ammo type when reloading
2016-09-10 22:37:55 +03:00
NanakoAC
967cb1ece7 Bee Fixes (#859)
Fixes #526 
Fixes #202 

bugfix: "Attempting to grab or pull bee swarms no longer works"
bugfix: "Fixed bee swarms still flying around when dead and appearing to be unkillable."
tweak: "Bees now take double damage from fire."
tweak: "Thick material clothing now protects against beestings."
tweak: "Beekeeping crate is no longer contraband in cargo."
2016-09-10 22:37:38 +03:00
Bedshaped
1668df7f9c Ventcrawl port from Bay12/VG (#852)
Original code from /vg/, port credit goes to Zuhayr.
2016-09-10 22:36:07 +03:00
NanakoAC
804851f6f6 Diona Overhaul - SEP2016 (#442) 2016-09-09 23:55:48 +03:00
Alberyk
a65c4290d6 Adding unique sprites for unathi and tajaran masks (#887)
mask when worn by unathi and tajaran have different sprites that don't conflict with their snout and muzzles
2016-09-09 21:38:18 +03:00
Alberyk
6ef0d2061a Custom Items - 09SEP2016 (#878)
Items added in this update:

Hand-me-down Bomber Jacket - superballs - Ash LaCroix
Dog Tags - Dylan Sutton - sircatnip
Racing Stripes - Ricochet - nebulaflare
First Shot - Gabriel Barcia - mrgabol100
Thunder Dome Pendant Ring - Jerimiah Stone - dominicthemafiaso
Traditional Jumper Dress - Sayyidah Al-Kateb - alberyk
2016-09-09 21:37:50 +03:00
Alberyk
080bf5c1cb Returning the old laser rifles, energy pistols, carbines and much more (#860)
In this update:

Returning old e-rifles from old code.
Changing regular energy gun to energy carbine
Adding back the energy pistol
Buffing a bit the heavy asset protection suit, and fixing more loadout related issues with the nt and syndicate assault teams
Reworked a bit the syndicate commando and deathsquad loadouts
Returning shotgun boxes, that works like speed loaders, from old code, now with unique sprites
Stun batons now emit light
2016-09-07 10:11:48 +02:00
NanakoAC
5d91bf1698 Medical/Cyborg Tweaks (#864)
changes:

tweak: "Surgeon and Crisis cyborg modules renamed to Medical and Rescue, Janitor cyborg module renamed to Custodial."
tweak: "Tweaked equipment of cyborg modules."
rscadd: "Grippers can now grab valid items inside any unsecure container"
2016-09-07 10:11:10 +02:00
James Smith
b6ba43bdf4 Cleanbot fixes. (#855)
This code merges in some baycode, coupled with various efficiency fixes of my own. Cleanbots will no longer infinite loop when created, their patrol routines have been vastly improved and they use very little resources. Tried to call AStar() as little as possible.
2016-09-06 22:51:10 +02:00
Alberyk
c36f2c0f8b Changing the siemens coefficient of voidsuits, armor and certain jumpsuits (#826)
In this update:

Voidsuits have a better siemens_coefficient, the mercenary and wizard ones are far better.
Armor also had their siemens_coefficient buffed.
Security and the mercenary clothing also had a buff in their siemens coefficient.
Regular hos armor options should be all the same now, status-wise.
2016-09-04 21:43:17 +02:00
NanakoAC
76e56f11a9 Exosuit Crash, Narrator and armor tweaks (#846)
changes:

rscadd: "Added a Crash ability to exosuits. Uses the suit's mass to attempt to break through obstacles, sustaining some damage in the process."
tweak: "Buffed Ripley exosuit armor values significantly, and durand armour slightly. Firefighter ripley also buffed, but is slower than base ripley."
tweak: "Greatly increased the health values of some high-security airlocks."
bugfix: "Airlocks, tables, girders and windows now behave a bit more consistently when exploded. All airlocks are a bit more resistant to explosions when bolted."
rscadd: "Added some more narrator voices to exosuits."
rscadd: "Added some warning sounds for exosuits when low on power, or badly damaged."
tweak: "The power drain of EMPs used on exosuits no longer scales with the cell. A better power cell can now survive more EMP hits. Drain level is a little lower for the starting cell."
tweak: "EMP damage against exosuits reduced by 20%"
2016-09-04 21:43:03 +02:00
Werner
fb25382405 Rewrite API (#825)
he /world/Topic() API has been rewritten.

General function:

The API is initialized upon roundstart and generates a list of possible api requests from /code/datums/api.dm
Once a request is made the following checks are performed:
If a query parameter is set (the function that should be called)
If the ip is ratelimited (or rate-limit-whitelisted)
The query is authenticated against the db using ip, function and key
If these checks pass, it is validated that the api command exists
Then the api command is called, all supplied params are passed through
Each API function returns 1 no matter if it failed or succeded
Additional info is provided in the statuscode, response and data vars
The statuscode, response and data are send back to the caller (through list2params)
The data var is json encoded before sending it back
This is not backward compatible to the current API
Current API Clients need to be updated
2016-09-04 21:41:44 +02:00
SoundScopes
2118078422 Fixes a slight exploit from #848 (#863)
Fixes an href hack/unintended access to the paper seen by a camera.
2016-09-04 19:45:00 +02:00
NanakoAC
3c693545a1 Powercell and Charging tweaks (#796)
changes:

bugfix: "Newly protolathed/fabricated power cells now spawn with no charge."
rscdel: "Added entropy to all cell-charging operations."
tweak: "Most chargers are now faster. Cyborg charging stations are significantly slower."
bugfix: "Fixed newly spawned cells showing the incorrect charge state."
2016-09-04 19:43:40 +02:00
Alberyk
2c59299902 Improvements and tweaks to the syndicate borg (#853)
In this update:

tweak: syndicate borgs can now select a name when spawened
bugfix: fixed them having the wrong lights
2016-09-01 20:47:32 +02:00
NanakoAC
0b2732b7a0 Vent Clog and False Alarm events: Attempt 2 (#850)
New PR to fix merge issues

Porting an event from tg. Scrubbers get clogged and eject some chemical smoke with potentially fun effeects

I looked through chemsmoke code while doing this, and found it wanting, so i improved it. Added a duration input, adjusted all uses of chemsmoke in the code. Generally gave them all higher durations, chemsmoke grenades were a disappointing poot

Adds a new mundane event, false alarm.
It picks a random moderate or severe event and fakes its announcement without actually running the event.

Three minutes later, CC sends another announcement apologising for the false alarm

Also added an event var allowing events to exclude themselves from being picked for faking
2016-09-01 20:46:32 +02:00
SoundScopes
893398104f SoundScopes' bugfixes - 01SEP2016 (#848) 2016-09-01 20:45:18 +02:00
Alberyk
b39d927ac1 Cult construct and firelock improvements (#807) 2016-09-01 20:41:19 +02:00
skull132
2a188ea03f Merge branch 'master' into development 2016-08-31 14:58:09 -04:00
Bedshaped
fe530f9ef0 Fixes #832 + PR#783 (#847)
This includes: #783, a Hotfix for #832 and a fix for ATMs being usable while not Adjacent.
2016-08-31 21:55:45 +02:00
Bedshaped
50d715aa4d Bedshaped bugfix 3 (#828)
Fixes #722 
Fixes #823 
Fixes #822 
Fixes #471
2016-08-30 17:02:40 +02:00
Alberyk
3e6fc26ecc Replacing nyx references with tau ceti (#818)
What it says in the title, removing all references of nyx and replacing them with the canon system, tau ceti.
2016-08-27 18:24:59 +02:00
Alberyk
bd9aa86b33 Adding more features to guns (#768)
In this new gun patch:

-rewritting bolt action rifles, so they are less shotgun like, also new sounds for them!
-adding a spin cylinder verb for the revolver
-jamming mechanics for guns, only the ghetto .45 pistol will use them atm
-minor changes to renegades, removing big shotgun that won't make it really stealthy, and heisters, by adding more guns.
2016-08-27 18:24:19 +02:00
Alberyk
0c8f3c007d Adding old code duffel bags and mercs/wizards bags (#817)
Bringing back our duffel bags and antags packbags from old code.
2016-08-27 18:22:05 +02:00
Alberyk
b66f5e0ef1 Implements Bluesecurity Icons (#815) 2016-08-27 18:21:34 +02:00
Alberyk
a38ab7c7c2 Small tweaks to heavy asset protection and mercenaries (#788)
Admin deathsquad should have better loadout, fixing e-sword missing due to no equipment, stupid random names and apparence. Also, tajaran and unathi operatives start with sandals instead of barefoot.
2016-08-26 00:23:43 +02:00
NanakoAC
69a65b1e5e Infestation and Event Tweaks (#784)
tweak: "Adjusted event many weights. Made meteors and vendor breakdowns less common, ion storms more common."
tweak: "Slightly reduced overall frequency of random events."
rscadd: "Reworked the infestation event!! Can now spawn in a wider variety of locations, and spawn a wider variety of creatures."
rscadd: "Spiders spawned by the infestation event will now grow up, but much slower."
rscadd: "Reduced length of meteor storm a little. Total meteors not changed."
2016-08-26 00:20:31 +02:00
NanakoAC
6c81c4a8d8 Flash Screenobject Fix (#806)
Prevents developers, and those with certain other admin perms, from seeing the 'flash' object whenever they rightclick anywhere. This is a constant annoyance

No changelog since it doesn't concern the general playerbase
2016-08-26 00:19:47 +02:00
Bedshaped
7829408335 Adding species helpers (#770)
ishuman_species(jim) will return 1 if jim's a human and 0 if he's a filthy xeno

all are the form isTYPE_species()
2016-08-26 00:17:58 +02:00
skull132
7a554bdeee Merge branch 'master' into development 2016-08-25 17:18:13 -04:00
NanakoAC
e240def2bf Contained Sprites v2 (#758)
Overhauls the contained sprites system to be feature complete in terms of what it can do and offers. Now almost all cases of clothing and other items may use the system properly.
2016-08-25 16:55:42 +02:00
Bedshaped
d550b699e1 Fixes #803, fixes #226 (#809)
bugfix: "IV Drips not letting you set allowable rates."
tweak: "Min chemical volume lowered to avoid weird behaviour at low rates."
rscadd: "Examining an IV Drip will tell you the transfer rate."
bugfix: "Spiderbots are no longer invulnerable."
tweak: "Destroyed spiderbots will leave behind a brain."
tweak: "Spiderbot health increased from 10 to 25."
2016-08-25 16:49:40 +02:00
skull132
ab594b1a37 Fixes chemical explosions (#814)
No clue why holder_damage() is even a thing: all it does is call ex_act on the holder **before** the explosion is set off. The explosion code itself manages that quite neatly, by calling ex_act on the holder's container, and then cascading from there.

This also solves the runtime error with chemical explosion grenades!
2016-08-25 16:33:08 +02:00
skull132
3f64b8c01b Bad Contest Reporting (#804)
Fixes a runtime error that was added due to stupidity.
2016-08-23 22:07:05 +02:00
skull132
e318689c73 Fixes unset types (#795)
Two objectives had bad types. Fixed both here, and in the database.
2016-08-22 20:41:39 +02:00
Alberyk
0a6d6741ac Fixing some minor issues with hair (#763)
Fixing missing Overeye Very Short, Alternate sprites and disabled wisp due to god-awful coloring/sprite issues for now.
2016-08-16 04:53:22 +03:00
NanakoAC
75e13303ea Medical, borg and misc tweaks (#714)
tweak: "Tweaked surgeon cyborg modules: Added chemistry gripper, removed fire extinguisher, and added soporific to their hypospray."
tweak: "Removed chemistry gripper from crisis borg."
maptweak: "The chemistry and botany fridges are now see-through, so you can more easily chat with people on the other side."
tweak: "Cost of cyborg renaming module vastly decreased"
tweak: "Renamed medical's Chemical Closet, to Chemistry Equipment Closet. Nobody ever stores chemicals in an unrefridgerated closet."
rscadd: "Added two boxes of empty spraybottles to the chemistry equipment closet."
2016-08-15 19:51:23 +03:00
skull132
aa0cea0baa Fixing antag-OOC mutes (#759)
Awful mistakes were made.
2016-08-15 19:50:53 +03:00
skull132
3048f6946f Fixes #756 (#757)
I forgoooot about thiiis.
2016-08-15 18:05:46 +03:00
Alberyk
7beb19e21d Increasing the robutness of swords (#753)
Regular swords and cult swords won't get stuck into people anymore.
2016-08-15 14:19:30 +03:00
Alberyk
cebf8e4549 More unathi hair and facial hair options (#752)
More horns related options for unathi. Araskael spritted those.
2016-08-15 14:19:01 +03:00
Alberyk
14c6b05842 Autolathe additions, combat hyposprays and tommyguns to the uplink (#735)
Adding more ammo options to the autolathe, as well suit cooling units for ipcs, the tommy gun for tators and fixing some borked crate prize at mining.
2016-08-15 00:37:08 +03:00
skull132
485f3f3b56 Fixes for simple animals (#749)
Fixes #742 
Fixes simple animals being antags
2016-08-15 00:36:49 +03:00
NanakoAC
2fcd1eccd3 Special Swords and amputation (#715)
changes:

rscadd: "Chainswords now have an improved animation."
rscadd: "Chainswords and energy blades can no longer get embedded in people."
rscadd: "Chainswords and energy blades can now be used as surgical tools to amputate limbs. Chainswords are messy. Energy blades will cut clean and cauterize the wound"
tweak: "Surgery messages about amputating bodyparts are now very noticeable"
tweak: "Cauterising wounds with a welding tool is much more reliable. Cauterising with a cigarette is no longer effective."
bugfix: "Fixed chainsword held sprite not updating when toggled"
2016-08-15 00:36:28 +03:00
skull132
f4ebd9f8ff Fixes #578 (#748)
Autotraitor applies the `mind.special_role` var properly now.
2016-08-14 22:08:07 +03:00
skull132
7281e1f951 Fixes #730 (#746)
AOOC is now added to players upon reconnecting, if they are an antag.

Technically a lazy fix, because the verb should maybe be a mob verb instead, and thus be added automatically. But hey, it works.
2016-08-14 22:07:04 +03:00
skull132
1d277e4014 Contest Update (#745)
Tweaks mechanics surrounding the antagonist contest.
2016-08-14 22:05:15 +03:00
Alberyk
41f3872e1f Xeno sprites for the wizard voidsuit (#744)
Snowflakes can also into magic, suit cycler in the map, replacing one of the empty lockers for raisins. Sprites by superballs.
2016-08-14 22:04:28 +03:00
Bedshaped
77b3b01847 Bloodpack and IV drip additions (#627) 2016-08-14 22:04:14 +03:00
skull132
087e8fcd0e Vampire adjustments (#692)
Hypnotise buffed to last slightly longer, and to silence the target, to make it worth the blood cost and activation time
Scaling and datum adjusted to make more vamps in rounds (1 vamp per 50 players is unreal)
Frenzy gets removed at a faster rate while draining blood
Fixed a bug where thralls got vampire powers
Added debug logs for antag spawning, to be pushed live for debug purposes.
2016-08-14 22:02:35 +03:00