Commit Graph

23380 Commits

Author SHA1 Message Date
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
Ron
48bcc8bb98 Fixes odin timeout not giving people their gear (#2709)
Odin timeout now gives people their gear appropriate to their rank.
Fixes #2580
2017-06-17 22:19:35 +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
Alberyk
cffb141137 Fixes the ert shuttle (#2732)
This pr should fix the ert shuttle to behave properly once for all.

Also, fixes assistant spawning at central command at round start if they ready up.
2017-06-16 22:20:47 +03:00
Lohikar
ecaf80e4f2 Minor effect fixes (#2723)
changes:

Fixed an issue where time-delta calculations in SSeffects were completely broken.
Doubled the tick-rate of SSeffects, which fixes some issues with space bike ion trails & makes sparks disappear a bit faster.
2017-06-16 20:00:47 +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
Alberyk
286311d6c1 Replaces the drone poster with an exodus one (#2718)
The drone poster was way too big, this will pr will replace it with a poster of remembrance of the NSS Exodus.
2017-06-16 01:28:29 +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
LordFowl
54640c3ec6 Nerf Screenshaking (#2715)
Halves the max duration of screen shaking and adjusts the bottom line a bit. Previously, pretty much any explosion would have max intensity screen shaking because the minimum threshold was so high, and likewise for duration.

Standing right next to the epicenter of a sufficiently large explosion (I tested with size 16 bombs, the standard) will still cause some hefty screenshaking, as well as blindness and flash. However, standing at the very edge of an explosion, or standing next to a very small explosion's epicenter (such as an exploding durand or a frag grenade) will have only minor - but still notable (as all screenshaking is) screenshake.
2017-06-15 12:34:02 +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
skull132
320b7236c9 Fix an airlock runtime (#2701)
Fixes #2683
2017-06-13 12:41:47 +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
Ron
74aa276a00 Makes gun closets unmovable unless certain tools are used (#2700)
For a gun closet to be moved a screwdriver and wrench has to be used on them in that order.
Fixes #2690
2017-06-13 02:26:39 +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
Ron
ecb8a31443 Tweaks the transformer (#2692)
Does some tweaking and fixing to the transformer.
Fixes #2634
Fixes #2635
2017-06-12 23:14:15 +03:00
skull132
650b979ef3 Fix air alarm runtimes - 363 instances of it (#2697)
Null pointer exceptions are fun.
2017-06-12 21:30:38 +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
skull132
1a95ddf774 Emergency ladder sprites + placement (#2658)
Ladders added to emergency storage lockers (random chance), engineering storage (1), and EVA (1).

We'll see if that's too much or not.
2017-06-10 22:40:21 +03:00
Synnono
7d52b164a6 Snowflake Qipao DLC (#2659)
Updates the red cheongsam to not be a stoopid recolor of the white one. Now it is a stupid recolor with a unique design. Attempts to make it show up over shoes have failed, to great sorrow. Recommend not wearing any cheongsams with jackboots.
Fixes quiche and keylimepie slice nutrition so that they don't go away in one bite.
2017-06-10 22:39:59 +03:00
Lohikar
0d08d096f0 Fix MultiZAS (#2614)
changes:

MultiZAS now actually works.
The ZAS connection diagnostic verb is now aware of MultiZ.
Potential performance improvement for ZAS connections.
Probably should not be merged until shuttles have roofs unless people want to take their chances at outrunning ZAS getting off the shuttle.
2017-06-10 22:38:41 +03:00
Alberyk
912738129b Bug fixes; resomi language, bloody hand and feets, suit cooling and more (#2653)
Fixes #2652
Fixes #2276
Fixes #1975
Fixes #1590
2017-06-10 19:58:20 +03:00
Lohikar
4ed44fbc6f Minor machinery tweaks (#2479)
changes:

Machines can now be in processing-type subsystems while also being in the machines list. Yes this means you can get two different subsystems to call process(). No you should not do that.
The machines list will prevent duplicate entries from being added.
Printing now uses timers instead of spawn.
SSassets now actually sends the NT logo image to clients.
2017-06-10 17:26:29 +03:00
Ron
e46dafb910 Slows the elevator down a bit (#2649)
Slows it down just a small amount.
2017-06-10 17:23:48 +03:00
Werner
eab6ec1d28 Alternative Borg Hypo Fix (#2623)
This is a alternative solution for the borg hypospray issue.

As suggested by various players, this removes the cooldown again and replaces sleeptoxin with tramadol.
That would serve the purpose of reinforcing the behavior that the medical borgs are not designed for combat, but still allow them to operate on patients if they need to.
2017-06-10 17:23:34 +03:00
Lohikar
4cf407ea33 More stack icons (#2654)
Top is a stack over 2/3 full, middle is between 1/3 and 2/3 full, bottom is under 1/3 full.

Also converted stacks to use Initialize().

affected stacks:

Ointment
Bandages
Steel Sheets
Plastic Sheets
Glass Sheets
Plasteel Sheets
Reinforced Glass Sheets
Leather
Wet Leather
Hide
Sprites from /tg/.
2017-06-10 09:30:18 +03:00
Lohikar
51c9007508 Conveyor Tweaks (#2638)
changes:

Conveyor belts are now tick-checked.
Added a conveyor_act proc so objects can override default conveyor behavior.
Conveyor belts no longer affect objects in zero-G.
Conveyor belts no longer use spawn.
2017-06-10 09:29:20 +03:00
Alberyk
3758da0475 More custom loadout fixes and additions (#2633)
Fixes #2622
-adds more clothing for people to play dress up with their spessmen.
-fixes some long description on the ian's shirt
-allows people to toggle night vision glasses and material scanners while wearing them
-tweaks more marking related things
2017-06-10 09:27:49 +03:00
Alberyk
0e977d08e6 Ports baystation character preview system (#2630)
Ports the bay's character preview system, which is far better to observe aesthetic changes in the character creation, also solves the issues such as markings don't showing up at the character selection menu.
2017-06-09 15:14:24 +03:00
Lohikar
7eac158f6c Fix constructed borgs being utterly broken (#2632)
New() was runtiming since it can't pass named arguments.
2017-06-06 22:58:20 +03:00
Alberyk
17354e5109 Ports body markings from polaris (#2607)
Ports the body marking system from polaris. And I think I got all the SQL related procs.
2017-06-06 00:43:45 +03:00
Lohikar
42464b68e2 Timed verbs (#2620)
This PR adds a new helper (ADD_VERB_IN(target, time, verb)) to add verbs to a mob using timers instead of spawn.

Also converted a few instances of spawn-verb-adding to the new helper.
2017-06-05 23:36:35 +03:00
Lohikar
95fdd6f925 Kitchen tweaks (#2570)
changes:

Reduced power usage of oven and fryer.
Reduced warm up time of oven and fryer.
Oven now heats up to exactly 200C instead of to 198.85C.
Fixed some issues with cooking appliances' sanity checks.
Recipe datums are now initialized once instead of per-appliance.
Moved some cooking verbs to the Objects tab instead of a null category.
2017-06-05 11:20:55 +03:00