Commit Graph

320 Commits

Author SHA1 Message Date
Matt Atlas
d4666caaac Ports Goonchat from Baystation. (#9635)
changes:

    rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
    rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
    rscadd: "You can change icon style to any font on your system."
    tweak: "The game window has been altered a bit to adjust for this."
    rscdel: "Removed skin style prefs as they are no longer used."
2020-09-24 23:06:04 +03:00
Wowzewow (Wezzy)
307c214541 makes w_class use defines (#9848) 2020-09-06 17:37:56 -03:00
Geeves
052b65ae0d Material Deconstruction (#9377) 2020-08-25 11:52:35 +02:00
Wowzewow (Wezzy)
7114d3525f More new sounds and fixes equip sounds (#9464) 2020-08-12 11:17:39 +02:00
mikomyazaki
61d710e9d6 Splitting stacks no longer sometimes makes the new stack full. (#9604) 2020-08-04 02:45:10 +02:00
Geeves
44e1a72531 Material Crafting (#9398) 2020-07-25 18:55:35 +02:00
Geeves
c30a88d89b Mining Fixes (#9330) 2020-07-12 14:59:34 +02:00
Geeves
33ad8096fb The Great Spanning (#9320)
This PR get rid of all (most of) the span("thing", spans and replaces them with the SPAN_THING( variant, which has gained more popularity recently.
2020-07-12 15:53:28 +03:00
Wowzewow (Wezzy)
793892ae0b Amount in stacks is bold now (#9269) 2020-07-06 13:52:28 +02:00
Wowzewow (Wezzy)
3160508c1a Makes tool colors work, despaghettifies code (#9231)
I finally figured out how to make tool inhands and inhand coloring work properly, so custom colors can apply to inhands! (yes, even the stuff from loadout.)

Code-wise, this guts the superfluous our_color variable.
This cuts it out from screwdrivers, wirecutters, cable, and everything else which uses this shit.
I'm pretty sure testing this has taken out a day out of my life.

Also I fixed up the cable examine to be less crappy. (so you can finally see cable descriptions.)

Don't mind the commits, I just built this on top the handcuff noose PR.
2020-07-02 20:40:17 +03:00
MarinaGryphon
dd82fd6d4a Makes ATKs work again (#9187) 2020-06-22 01:42:08 +03:00
ParadoxSpace
31630e4442 Synthskin Limb/Shell Changes (#9127) 2020-06-21 20:15:35 +02:00
Geeves
1f213e48c0 Description Consolidation (#9038)
I moved the desc_info to their parent thingies, because alt clicking the type and being sent to the description.dm was infuriating.
2020-06-10 09:03:44 +03:00
Wowzewow (Wezzy)
fad8415a8e Pickup, Drop and Equip sounds (#8861) 2020-05-22 15:40:00 -03:00
Wowzewow (Wezzy)
e28d09f88a description_fluff, description_antag and description_info shortening (#8896)
* description_fluff, description_antag and description_info shortening

* Update wezzy_desc-shit.yml

* Update html/changelogs/wezzy_desc-shit.yml

Co-authored-by: Werner <Arrow768@users.noreply.github.com>

Co-authored-by: Werner <Arrow768@users.noreply.github.com>
2020-05-21 12:45:22 +02:00
Geeves
fbfd4b5738 Adminbus Things (#8683)
Adds full variants of stacks of items in the spawn menu.
    Adds local narrate, which allows you to narrate to all mobs in a 7 tile radius.
    Allows admins to reset stationbounds via right click or Special Verbs menu.
    Adds a random type golem rune to the spawn menu, if an admin wants to adminbus a random golem into a round.
2020-05-15 23:37:51 +03:00
Matt Atlas
4b97822bb4 Bump dreamchecker version to 1.4 (#8711) 2020-04-28 15:41:32 +02:00
AveryThePanda
615fb11051 Grate cost tweak (#8559) 2020-04-08 12:25:06 +02:00
Alberyk
8463300224 Cold War Arc Release: Hearts of Plasteel Edition (#8585) 2020-04-05 16:31:56 +02:00
Wowzewow (Wezzy)
07167be69e Stack inhands (#8513) 2020-03-31 16:44:40 +02:00
fernerr
afc0b4b3b3 Station Facelift (#8431)
Adds some new turf sprites to replace ones in common use across the station, ports the reinforced floor from bay.
Adds new vent, scrubber, sprites for many wall-mounted objects and holopad sprites that fit in better with the changed floors.
Remaps a ton of areas visually to make better use of these changed sprites.
2020-03-27 23:27:06 +02:00
Matt Atlas
82437acd43 Materials subsystem, material defines instead of strings, structure materials. (#8447)
The shitcode crusade begins.
2020-03-18 20:19:11 +01:00
fernerr
6dd1fbda22 Adds some new tile types, grates. Fixes #3332 (#8263)
This pr adds some assets that are not mapped in yet, but are to be used in future projects among other things.

Added a new type of linoleum, rubber carpets, dark/light metal grates. Added some proper footramp damaged states.
Makes blue/green (circuit/strata) tiles craftable somehow like requested here, though via autolathe instead.
Blown up footramps will no longer result in a 'Fix me!' icon appearing.
2020-02-17 20:42:05 +01:00
Wowzewow (Wezzy)
d8e3620761 a bunch of small bugfixes and tweaks (#8091) 2020-01-30 23:54:23 +01:00
Werner
cb4a712851 Enforces Lineendings and adds Editorconfig (#7657) 2019-12-21 16:19:24 +01:00
Matt Atlas
6cf3508082 Allows crew to spawn with more mechanical or assisted organs. (#7689) 2019-12-18 22:46:20 +01:00
Matt Atlas
df0cd6189a Brainmed Update (#7502)
gamer time.
2019-12-10 20:41:15 +02:00
Doxxmedearly
74ddd892ee Enabling gift-based RP (#7598) 2019-12-08 11:48:51 +01:00
Wowzewow (Wezzy)
a6688878a4 Bedsheet inhands and other fixes (#7559)
Adds more bedsheet inhands, because immersion.
Penlight has an inhand now.
Lanterns have new inhands.
Ashtray cigarette extinguish now properly plays the sound.
You can put cigarette butts in cigarette packets

also some more stupid drop sounds
2019-12-05 23:43:49 +02:00
Matt Atlas
ce6c12f8a6 Ports arterial bleeding and tendon severing (#7432) 2019-11-21 14:45:19 +01:00
Matt Atlas
5da2a9c24b Splits organs into organ/internal (#7441) 2019-11-20 23:07:10 +01:00
Werner
af16a489a6 Removes Weapons (#7415)
* Adds icon and hitsound where needed.

* Moves alt_attack to /obj/item and deletes weapons.dm

* Replaced /obj/item/weapon with /obj/item

* Fixes merge issues.

* Fix merge issues.
2019-11-16 18:36:13 +01:00
Erki
ff41b92e97 Langserver fixes, vol 2 (#7401) 2019-11-15 22:42:25 +01:00
JohnWildkins
61ec0991e3 Cyborg grabber QOL and fixes (#7201)
Tweaks:

    With the gripper, hitting the drop hotkey (Q) now drops the held item. If no item is held, the grabber is put away as normal.
    The scientific gripper can now hold slime steroids.
    The chemistry gripper can now hold paper.

Bugfixes:

    Using the drop hotkey (Q) to put away a module now correctly updates the module list interface. Fixes #4343.
    Modules relying on cyborg synthesizers (nanopaste, et al.) now cannot be used when their synthesizer charge is depleted. Fixes #1288.
    Injecting a monkey cube held in a gripper no longer places the monkey inside the gripper's internal contents. Fixes #1097.
    Cyborgs can now re-lock secured crates. Fixes #4833.
    Service borgs can no longer open a portal to infinite grass tiles. Fixes #3814.
    Clerical borgs can now browse through paper bundles held in their gripper, and can pick up taped paper. Fixes #4479. Fixes #6501.
2019-11-02 19:41:07 +02:00
JohnWildkins
9c335f6c00 Killing off inconsistencies with impact wrenches / combi-tools (#7269)
Part 1 in the "why my impact wrench no wrench bolt" saga

tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that)

essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts

I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
2019-10-26 22:20:40 +03:00
alsoandanswer
d2af3fe861 Tweaks some coder-sprites (#7011)
Tweaks some coder-sprites.
2019-09-22 15:24:54 +03:00
fernerr
2a2cc7d52e Ports table item autoalign from Bay (#6946)
Made it so items get their pixel x/y reset on pickup.
    Thrown items now also get their pixel placement slightly randomized.
    Tweaked the center of mass on a boatload of items to be more accurate to their sprite art.
    Replaced a bunch of randomized pixel placement code into a unifying proc; randpixel_xy() that uses an item's randpixel var.
2019-09-08 22:51:49 +03:00
alsoandanswer
53c5ff67a5 Fixes #6567, tidying up glass code and #6575, #6577 (#6576) 2019-06-25 17:39:04 +02:00
Alberyk
539fc8ea4e Ports makeshift splints (#6603)
This pr ports makeshift splints from polaris. You can make them with rods and duct tape, they can only splint arms and legs.
2019-06-24 19:45:12 +03:00
alsoandanswer
0ba36f1828 Refactors objects.dmi and items.dmi, and a few more little things (#6487)
Refactors objects.dmi and items.dmi

Adds some more uses to glass jar - now you can use it as a tip jar AND a reagent container!
you can also see reagents inside like a beaker

also improves sprites for wrapping paper and the pocketwatch

This basically makes it easier for future sprite improvements
2019-06-02 19:12:54 +03:00
alsoandanswer
4d83d1a568 Sound fixes again (#6467) 2019-05-19 16:23:13 +02:00
alsoandanswer
1bab746d17 adds new sounds (the not stupid version) (#6307) 2019-05-05 23:51:08 +02:00
Mykhailo Bykhovtsev
d01979b9ed Replacing carp/shark sprites. (#6121)
This PR replaces carps and sharks sprites. by thread https://forums.aurorastation.org/topic/11503-space-carpspace-shark-aesthetic-change/

Replaces carp/shark sprites

Moves shark sprites into animal.dmi file. Removes spaceshark.dmi

Old sprites of carp and shark remain. Also made a new mobs that uses old carp and shark sprites

Moves all NPC sprite files into icons/mob/npc folder, for organization.

Updates all paths.
2019-03-11 23:01:23 +02:00
LordFowl
8d436c4a03 Converts all necessary << outputs into the to_chat() macro. (#6076)
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;

All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
Alberyk
76b743a986 Adds the Aut'akh unathi (#5919)
* Base work for the unathi robot subspecies.

* Adds metabolism species, kidney vars, and the robot unathi organs.

* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.

* First autakh implant power.

* Fixes the organs action button this time.

* Finishes more implants, and interactions with flashs and vaurca.

* Prepare for great changes.

* Drops the real bomb, boss.

* He who fights with monsters.

* Far more work into augments and limb removing powers.

* Limb verbs should be good now.

* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.

* Probably the last work on implants.

* Some extra touches.

* Some tweaks to the species.

* More fixes and adds kyre's sprites.

* More runtime fixes.

* Fixes the species name too.

* Fixes travis.

* Updates this file too to work with the new tools procs.

* Adds changelog

* Fixed changelog.

* Unathi hair and lore description.

* Some tweaks to this too.

* Locks away them for now, they will be released after we got all the events and etc done.

* Changes this chemical.

* Fixes an airlock runtime.

* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.

* Organs removal changes; can't take out the organ if it is too damage.

* Restricts them back again.

* Robotic organs now have the proper icons and names.

* Adds sprites for their organs and some extra tweaks.

* Fixes this missing icon.

* emp should also now hurt assited organs.

* Tweaks more organ related things.

* Fixes the head not being properly set as well.

* Fixes their flags.

* fixes the flag for real this time.

* Poze's review.

* Changes the au'takh organ buttons to don't be animated.

* Helps with adminbus or something.

* Fowl's requested changes.

* Fixes a typo.

* Robotic limb's brute and burn mods are now controlled by the limb model.

* Fowl's changes once more.

* Stops some spam.

* More grammar.

* No eal.

* Skull's review.
2019-01-23 19:27:44 +01:00
Mykhailo Bykhovtsev
70824906c5 Live Animal Traps (#5744)
In summary:

changes path of beartrap to make it a generic trap

Updated paths everywhere

Adds small trap, can capture mice, lizards, chick and spiderlings.

Adds medium trap, can capture cat, diyaab, monkey, yithian, pengiuns, chicken, nymph. Sometimes even maintainence drones, spiderbots and PAi.

Adds large trap, that is dense object. It cannot be picked up and releases animal in the opposite direction from a user. It can capture: medium size animals like dog, spider, carp, goat, cow, shark, fox, bear, cavern dwellers, and other kinds of Xenomorphs.

Adds medium trap, can capture Medium-sized mobs such as Diyaabs, Cats, Monkeys, Yithians(?), Nymphs, the occasional wandering pAI and Maintenance Drones.
2019-01-07 00:16:02 +02:00
Alberyk
59be553606 Material door updates: lock and damage (#5659)
-ported locks and keys from baystation
-fixed the simple door damage interaction, now you can properly destroy it and etc
2018-12-08 21:40:06 +01:00
Mykhailo Bykhovtsev
7055f4f6cf Surge prevention module balance (#5163)
So I was given input by the community that new IPC and borg surge modules are kinda useless. As they only provide 1-3 EMP protections given that ION rifles are 10 shots charge, and that IPC costs 14 TC which is more then half of traitor uplink. And borgs surge cost too much in resources to build. I expected that, so now I think I want to buff it.

IPC surge module now costs 12 TC(as opposed to 14).

comes in with 2-5 EMP protections which is RNG based.

Borg's surge module built cost in gold and silver was reduced by 50% from 10000 G and 15000 S to 5000 G and 7500 S.

Borg's surge module comes in with 2-5 EMP protections which is RNG based

Also I made surge's nanopaste to look fancier 💯
2018-08-27 23:13:22 +03:00
Mykhailo Bykhovtsev
dd4efb5a27 EMP resistance items (#4995)
Adds cyborg heavy surge prevention module as an upgrade by robotics. It is expensive to make, requires a bit high tech, and can protect cyborg for 1-3 EMP pulses which is purely random when module is installed.

Adds IPC surge prevention module via antag uplink. The module comes in the form of modified red nanopaste that only interacts with IPCs. Like cyborg module it gives EMP protection for 1-3 pulses which is purely random by nanopaste. Can be used only once per paste. Cost for it is 14 telecrystals(idk if need to bump it higher, idea is that you can't buy two of them as traitor).

adds sprite for new nanopaste with surge module.

Cleans up some code in files I worked on.

Fixes bug where destroyed cyborg components would vanish. Fixes #5000
2018-08-04 21:14:32 +03:00
Alberyk
187613428e Adds some random asteroid dungeons (#5052) 2018-08-03 22:46:06 +02:00