Commit Graph

23278 Commits

Author SHA1 Message Date
LordFowl
d9a6f3084d Mining Fixes (#2510)
Fixes #2509
Fixes #2508

Reduces mining slots to 3
Adds two stacks of metal rods to mining, for purpose of building mine tracks.
2017-05-28 19:28:40 +03:00
LordFowl
cae2fa1fdd New Map Pets and Z collateral (#2503)
Fixes #2499
Fixes #2495
Fixes #2493
Fixes #2480
Fixes #2487
Fixes #2491
Fixes #2492

Gives the head of security Lieutenant Columbo, an attack dog with a special sprite that deals slightly less damage compared to other attack dogs.
Replaces Poly with floor B.O.B.
Gives Lamarr's cage a little more breathing room.
2017-05-28 14:15:22 +03:00
skull132
e8e0954769 Merge branch 'development' of https://github.com/Aurorastation/Aurora.3 into development 2017-05-28 02:48:20 +03:00
skull132
70fde622b4 Fix AI eye falling 2017-05-28 02:48:09 +03:00
LordFowl
766f42ef2d New Map Roof (#2484)
Fixes the command roof
De-randomizes fall damage. Fall damage is now the base variable * z_levels_fallen * species.fallmod + rand(-base variable/2, base variable/2)
Incorporates the first try at reasonable z_velocity. Base variable + 5(z_levels_fallen^2)
Adds toilets to the main level
Adds Poly.
2017-05-28 02:45:25 +03:00
skull132
c9e5c8b5c4 Support/efixes (#2481)
Fixes for testing:

No more runtimes from greeting
Blue ahelps return, electric boogaloo
Maybe fix spawning errors
2017-05-28 02:44:20 +03:00
Lohikar
0f1079e840 Fix ZAS defines (#2478)
Properly moves ZAS defines into the ZAS defines file & removes docs file from compile. ZLEVELS has been renamed to MULTIZAS to better explain what it does.
2017-05-27 23:12:50 +03:00
skull132
805d0a3d9f Signature fixes (#2477)
Two dumb bugs
2017-05-27 23:09:31 +03:00
LordFowl
4e09ed8a73 New Map Bug Batch (#2473)
Fixes #2362
Fixes #2232
Fixes #2234
Fixes #2214
Fixes #2385
Fixes #2386
Fixes #2356
Fixes #2406
Fixes #2409
Fixes #2404
Fixes #2432
Fixes #2439
Fixes #2437

Removes "You hear a click from the bottom of the door" message from airlocks when they bolt/unbolt.
Makes ghosttraps significantly easier to spot.
2017-05-27 22:43:48 +03:00
skull132
47666d2835 Fix things some more! 2017-05-27 20:36:51 +03:00
skull132
1290e2976e Fix Travis 2017-05-27 20:35:13 +03:00
skull132
22c7748336 Merge branch 'master' into development
# Conflicts:
#	code/game/machinery/computer/shuttle.dm
#	code/game/machinery/doors/firedoor.dm
#	code/game/objects/items/weapons/weaponry.dm
#	code/modules/admin/admin_attack_log.dm
#	code/modules/admin/admin_verbs.dm
2017-05-27 20:11:54 +03:00
skull132
fd6a8305a5 Letting skull touch logging is now strictly haram (#2476)
Turns out. I did a bad.
2017-05-27 18:56:22 +03:00
skull132
9b80bce9ab Merge branch 'master' into development 2017-05-27 12:43:53 +03:00
Ron
1804e18655 Fixes hear_say (#2465)
Prevents hear_say from runtiming if speaker is null.
2017-05-27 12:43:22 +03:00
Alberyk
b6deb286d1 Enables dionae structures (#2471)
-enables dionae walls, vines and lights, to be used in future events
-adds a gestalt growth spell
2017-05-27 12:41:40 +03:00
Alberyk
c598c84fae Loadout, clothing fixes and additions (#2467)
-adds turbans at some people's request
-adds the forensic technician's allowed roles to sec related custom loadout
-fixes shoes having two species_restricted vars
-add species restrictions to galoshes and the like
-changed how the force var works on the shoes, regular shoes have 0, boots have 3 and combat boots/magboots have 5
-adds nitrile gloves after a forum request
2017-05-27 12:41:10 +03:00
Werner
101b251c93 Various Bugfixes (#2463)
Fixes #2291 
Fixes #2046 
Fixes #2454 
Lazyfix of #726
2017-05-27 12:40:18 +03:00
skull132
4678b8bbcc Implement signatures (#2098) 2017-05-27 12:39:22 +03:00
skull132
547e78d93c Implement powersink surge (#2452)
Implements suggestion https://forums.aurorastation.org/viewtopic.php?f=21&p=78011 in the following fashion:

Powersinks explode ~18 minutes after being placed on normal SMES setup. Obviously more input from engineering will make this process go faster.
Upon reaching their capacity, they will now cause a larger area power surge. The surge will smash all lights belonging to APCs within close to moderate proximity, and call EMP act on all connected powernet items that are within range (severity depending on distance). All of those items have a small chance to cause a minor explosion as well, primarily because EMP act is fucking whimpy.
2017-05-27 12:25:47 +03:00
Lohikar
ad5c986093 Centcom Graytide proofing (#2472)
changes:

Centcomm airlocks can now be opened by hand again, but are still not emaggable.
Centcomm airlocks can no longer be damaged by any means. Hopefully.
Centcomm turrets can no longer be emagged or moved.
Windoors can no longer be used as a source for infinite glass and airlock electronics.
Removed spawns and some sleeps from turrets, replaced with timers.
2017-05-27 12:14:53 +03:00
Lohikar
193f89d206 Diagonal smoothing fixes & Shuttle Smoothing Tweaks (#2466)
Ports a refactor of diagonal smoothing underlays from /tg/, fixes a bug where diagonal smoothing did not work on shuttle walls, and updates shuttle walls to use the generic smoothing instead of mapped in icon states.

Fixes issues with shuttle corners not showing the correct underlay.
2017-05-27 12:14:01 +03:00
skull132
755ce490db Rewriting multiz movement to be gooder (#2464)
Intent: implement all of the features from #2442 while also unfucking the multiz movement files to be more readable and not recurse.

To that end, this PR does the following:

All multiz travel is now arbitrated by SSfalling. This will eliminate the need for recursion without relying on timers. Timers would be a bit scary.
The call chain for multiz movement now looks like this (in terms of overwritable procs):
can_fall() (Can lead into fall_impact() & fall_collateral() if returns FALSE)
fall_through() IF current block is open space ELSE fall_impact() & fall_collateral()
Removed almost every istype(src, A) check in the movement.dm file by exercising proper parenting and call chains.
Documented and standardized the contents of multiz/movement.dm. Because this is an API we're going to be relying on very heavily, I'd like to get this right before we move on.
A lot of minor tweaks, like swapping usr over to the applicable mob, and so on.
2017-05-27 02:14:35 +03:00
Alberyk
e71299699e Adds more mixed gamemodes and make them votable (#2420)
-allow voting for most mixed gamemodes, with exception of bughunt and infection
-adds crossfire(merc and heister), also adds a raider frequency to don't mix them with mercs
-adds siege(rev and merc)
-adds visitors(ninja and wizard)
2017-05-26 22:15:32 +03:00
Alberyk
3dbfa61b65 Fix missing thermite walls missing their sprites and dionae titles (#2460)
-fix using thermite on walls leaving behind a black title
-fix the dionae titles having no sprite
-adds a bluespace walls that don't spread, for use in future events
2017-05-26 15:31:52 +03:00
Lohikar
79556375e7 Cascade performance tweaks (#2459)
changes:

Cascade turfs now use SScalamity to tick instead of addtimer loops.
On universal-state change to Cascade, SSgarbage's GC timeout period is set to 20 minutes, as we really don't care about hard-dels when the round ends in 5 minutes.
2017-05-26 14:38:39 +03:00
Lohikar
0fb7ce693e Openturf performance & appearance tweaks (#2453)
changes:

SSopenturf no longer abuses list Cut() (performance improvement)
Openspace overlay objects are now cleaned up after a delay, allowing for smooth animations when an object moves out of an openspace area.
Openspace multipliers are now properly copied by SSopenturf, leading to openturfs properly darkening more the deeper they are.
Openspace updates now cascade up turfs even if one of the turfs in the chain is already queued for update.
Objects entering openspace turfs that already have overlays or do not need an overlay no longer trigger openturf updates.
2017-05-26 14:21:59 +03:00
skull132
7039840323 Implements IPIntel, Panic Bunker, and custom access control (#2436)
What it says on the tin.

IPIntel and BYOND account age relating panic bunker settings from TG. Also implements methods for potentially tagging VM users. Ontop of all of this, creates a spiffy UI for admins with R_SERVER to adjust the settings of the entire suite at runtime.
2017-05-26 13:26:58 +03:00
skull132
c27866e4af Merge branch 'master' into development
# Conflicts:
#	code/_helpers/logging.dm
#	code/modules/mob/living/living.dm
2017-05-25 15:06:32 +03:00
skull132
3a3574da56 Fixes #2446 (#2450) 2017-05-25 15:00:35 +03:00
Ron
8386075565 Bug fixes (#2447)
Fixes #639
Fixes #2445
Fixes #1708
Makes succumb tell you if you can't succumb.
2017-05-25 14:42:57 +03:00
Alberyk
6bbbf11402 Allows skeleton to play xylophone with their ribcages (#2441)
Increases skeleton spooky
2017-05-24 21:04:16 +03:00
skull132
ea071a4b24 Makes removable labels a thing (#2440)
Not sure if this is the best use of a variable! But in special cases, initial(name) doesn't work. And this is the next safer option!
2017-05-24 20:50:11 +03:00
skull132
8cca057344 Feature - Rewriting jobbans! (#2114)
Current jobban system:

Jobbans stored as plain text and require a for loop to go through and search for specific ones.
Fiddly as shit, because, again, stored as plain text and not quickly break-up-able.
butts
No temporary jobbans on the old file system.
No centralized API to handle jobbanning. Jobbans have to be ran through separate procs in case of the MySQL system being used.
New jobban system:

Associated lists to store bans. This allows key based accessing and validation of a ban. Much faster than for-looping twice to compare text.
Associated lists saved to the ban file. Pretty good stuff that this works.
Temporary jobbans for file system. Bans which are expired are removed right as they're checked.
Binding of the MySQL procs with the old jobban API. More centralized design. (Less, "Oh god, I forgot to save this to the DB!")
Instant effect on unbans. As opposed to waiting 1 round for it to take effect.
Removal of dormant code.
2017-05-24 20:46:07 +03:00
skull132
266f8c1d7d Unnecessary File Roundup (#2315)
Spotted these two in #2309 .

Will most certainly conflict as well once it's merged, so I can wait a little on it.
2017-05-24 02:55:30 +03:00
Lohikar
a65ad50f77 Update globals (#2433)
Updates the globals list used by garbage-debug.

You can tell how often people use TESTING based on how no one's complained that it doesn't compile.
2017-05-24 02:55:02 +03:00
Ron
db7e2d1426 Malfunction tweaks (#2425)
Tweaks several aspects of the newmalf based on feedback and testing. Also fixes some bugs.
2017-05-24 02:54:31 +03:00
Lohikar
ba59ef32b9 Make some ZAS lists lazy (#2339)
This PR converts some lists in ZAS to be only created when needed instead of always existing and pointlessly using memory. Might lead to reduced server memory usage.
2017-05-24 02:51:49 +03:00
Ron
457f62f804 Openturf falling change (#2428)
Falling now stacks based on distance and only applies the damage when you hit something solid.
Fixes part of #2416
2017-05-23 22:32:08 +03:00
Lohikar
3be27b9efa Merge SSnanoui & Nanomanager (#2427)
Merges the NanoUI subsystem with Nanomanager, as well as cleans up some nanomanager code.
Most of the files in this commit are changed as a result of removing the nanomanager global in favor of the SSnanoui global.
2017-05-23 16:33:00 +03:00
Lohikar
4d6d382967 Job subsystem & Player Spawn Tweaks (#2403)
Converts the job controller into a subsystem, including absolute paths. Also cleans up some mob despawn code.

changes:

The job master is now a subsystem. Job init moved out of EMI.
Custom loadout now properly overrides job equipment on spawn.
Odin despawn timers are now deleted on arrival shuttle launch.
Cryogenic storage despawn is now handled by the job controller.
Backpack equipping has been fully moved to equip_backpack().
equip_backpack() will now equip departmental backpacks.
Job backpack selection is now set via. vars instead of overriding a proc.
Fixes #2180.
2017-05-23 12:10:30 +03:00
Ron
f0766fa72d Replaces two warnings that shouldn't be warnings (#2426)
Replaces two warnings with alerts or dangers as they are better fitting. Might be good to keep this open for a while in case anymore pop up.
2017-05-23 12:01:44 +03:00
Lohikar
92603bf17c Merge Event Manager & SSevents (#2431)
Merges the event manager datum into SSevents. Only functional change is event datums are now setup during master init instead of at blocking-load.
2017-05-23 11:58:37 +03:00
LordFowl
7e9b81fe53 New Map Bugfixes (#2424)
Fixes #2389
Fixes #2423
Fixes #2391
Fixes #2390
Fixes #2396
Fixes #2418
Fixes #2415
Fixes #2410
Fixes #2399
Fixes #2397
Fixes #2395
Fixes #2393
Fixes #2361
Fixes #2343
Fixes #2381
Fixes #2392
Fixes #2353
Fixes #2254
Fixes #2325
Fixes #2192
2017-05-23 03:21:51 +03:00
skull132
dca3eac362 Fixes adminlogs not highlighting attackers properly (#2422)
No clue why this was made a thing. But sure!
2017-05-22 22:07:11 +03:00
Alberyk
3c6759f3d5 Carp migration and map fixes (#2384)
-fix cavern dwellers not spawning in carp migrations
-removes space dust as it should
-adds space shark
-adds a cryo console to communal, central command and robotics
-adds a glass to the arrivals shuttle, to avoid people reaching the shuttle controllers
-fixes some missing access in the bridge, like the command bar having no access in the airlock
2017-05-22 21:02:46 +03:00
skull132
59893f9c09 Fixes #2400, #2401, adminhelp text styling (#2419)
All fixes tested as functional/not fucking with anything.

Also, whoever thought calling ..(null) was smart needs to he hanged. Really.
2017-05-22 21:02:16 +03:00
skull132
c7d894f069 Fix mining runtimes (#2387)
The wonders of "async" processing!
2017-05-22 02:03:38 +03:00
Lohikar
c103c35a0e Fix some lighting bugs (#2383)
Fixes some issues with turf opacity not updating correctly & openspace overlays inheriting their opacity from copied objects.

Probably fixes #2375.
2017-05-22 01:57:39 +03:00
LordFowl
8c119edefd Miningedits (#2363)
Does some mapping stuff, re-arranges mining. Adds catwalks.
Noises the open space sprite somewhat, effect could definitely be improved.
Adds a ghosttrap to mining drones
Adds holes to holes
Fixes some of the airlocks
2017-05-21 22:12:06 +03:00