Commit Graph

1153 Commits

Author SHA1 Message Date
skull132
9faccd5e61 Merge branch 'master' into development
# Conflicts:
#	html/changelogs/.all_changelog.yml
2017-12-23 21:37:36 +02:00
chaoko99
c0ee47579d Adds a preference to have an intent check for guns (#3653)
what title says
2017-12-17 11:37:16 +02:00
Alberyk
ebc9b81ee1 Adds more loadout options, underwear options and increases the loadout limit points (#3943)
-adds towels, which you can find at the fitness room, or at the loadout with whatever color you want
-adds new undershirt options at people's requests
-adds a colorable sweater to the loadout, from baystation
-adds more flower hairpin options
-increases the max loadout points by five
-fix an issue with the tactical armor having the holster overlay when it should not
2017-12-17 11:18:50 +02:00
Alberyk
1fc6291d46 Return of the facehuggers (#3883) 2017-12-12 13:46:44 -06:00
Werner
5b7d63af57 Computer Stuff (#3932)
This started out as just some stuff for cargo.
Then it grew.

Fixed tablets and laptops not working due to some changes in #3826 that caused some old ballast to haunt us.
Changed the beeping sound of the modular computers to respect the ambience sound preference.
Added a application that can be used to pay and verify that a cargo order has been received
Added a delivery pad to cargo and spawns one in the CTs and QMs lockers.

Further tweaks to tablets and device enrollment in general are incoming, but I dont want to bloat this pr any further.
(I dont like how the company/private device system is implemented right now; It should rather be based upon the hard disk than the device itself)

closes #3931
2017-12-09 00:39:28 +02:00
Lohikar
5e33bd0e2c Misc tweaks (#3916)
changes:

/obj/visual_effect has been repathed to /obj/effect/visual.
Openspace movables will no longer use the space plane when on an openturf mimicing a space turf.
Lights now only update on direction change if your direction actually changed.
Fixed some bad set_dir() procs that were either pointless or that didn't return parent.
Mapped-in or maint dirtier-spawned glowing goo no longer self-deletes after 2 minutes.
Fixed an issue that may have caused some openspace movables to not properly handle direction changes.
2017-12-09 00:36:53 +02:00
skull132
d536d9f4aa Merge branch 'fake-master' into development
# Conflicts:
#	code/ATMOSPHERICS/atmospherics.dm
#	code/defines/procs/announce.dm
#	maps/aurora/aurora-3_sublevel.dmm
2017-12-09 00:08:21 +02:00
TheGreatJorge
9609b37e9a Christmas map additions (#3928)
Fixes #3910
Fixes #3909
Fixes #3781
Fixes #3772
2017-12-08 23:15:46 +02:00
Alberyk
1753d47971 Fixes some issue with items and flesh to stone (#3945)
Casting flesh to stone while someone was grabbing, or with other items in hands, the wizard caused some odd behavior, this pr should fix this by forcing the victim to drop anything they are holding in their hands when the wizard casts this spell.
2017-12-08 23:13:01 +02:00
Mykhailo Bykhovtsev
88267a1a6a Small map, and sprite fixes. Welder fixes (#3887)
Fixed fire alarm in virology #3875

Fixed random pixel on glasses #3872

Fixed welder issue #3888. Plus explored further issue with welder, fixing it. Small logic optimization.

Fixed firelocker icon not being updated with welded overlay, even so they have been welded

Welding interaction with closets was reworked, almost all secure closets except for detective's, barternder's now work with welding same way as closets/crates.

Coffins, and wooden closets of any kind can no longer be welded shut.

Clean up of some code using src as reference, and :
2017-11-30 06:50:55 +02:00
LordFowl
70ef2fb9c5 Flags (#3884)
Adds flags and banners to the custom loadout section. Sprites based off of B12's SolGov flag, which has also been ported.
2017-11-25 18:17:58 -06:00
Lohikar
461ec73b94 Merge branch 'master' into development 2017-11-25 12:57:38 -06:00
Ron
8e0797249e Bug fixes (#3880)
Fixes #3873
Fixes #3874
Fixes #3869
Fixes #3857
2017-11-19 22:57:01 +02:00
skull132
7dc02be204 Merge branch 'master' into development
# Conflicts:
#	code/controllers/subsystems/initialization/misc_early.dm
#	config/example/config.txt
#	maps/aurora/aurora-1_centcomm.dmm
#	maps/aurora/aurora-4_mainlevel.dmm
2017-11-11 20:57:28 +02:00
Ron
bf77cbe426 Bug fixes (#3807)
Fixes #3770
Fixes #3802
Resolves #3682 (stop all sounds verb)
Fixes #3804
Fixes #3789
Fixes #3558
Fixes #3549
Resolves #3745
2017-11-05 16:20:51 +02:00
chaoko99
9514cfeea1 Prevents us from being sued by the red cross. (#3794) 2017-11-03 11:45:50 +02:00
Lohikar
383dd055e7 Merge branch 'master' into development 2017-10-20 13:30:03 -05:00
Lohikar
61b5203d24 Runtime Map Loading (#3597)
changes:

Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
2017-10-18 23:07:34 +03:00
Alberyk
9696c7dd83 Bugfixes: xeno loadout, vox mirror and worm crash (#3663)
-might fix #3660
- Fixes #3666
-fixes some issues with the mirror
-fixes worms crashing the server
-might fix ringers
2017-10-15 21:04:16 +03:00
Alberyk
15a391f209 Vox changes and additions (#3585) 2017-10-10 18:53:00 -05:00
TheGreatJorge
0aff2d8785 Coloured lighting & related stuff (#3555)
Makes all light tubes & bulbs have colour according to the light they emit. There are 6 preset colours: RGB CMY. Any other color is possible by simply changing the already present brightness_color variable. This PR makes it so it actually changes the color of the item and wall object too.
    Added two new colour defines used only along with preset coloured lights.
    Coloured lights are only obtainable by random maintenace loot, cargo spawn or trader.
    Added box of randomly mixed light colours and box for every preset light colour.
    Removed two sets of redundant defines.
    Converted light item New() to Initialize() (hopefully correctly).
    Made couple tiny tweaks to the lights code.

EDIT, 7. Oct 2017:

    When you hit light machinery or item with paint, it will change it's brightness_color var, instead of the color var.
    Paint buckets can now paint items and people again.
    You can now wash paint off by spraying yourself with fire extinguisher or otherwise covering yourself in water.

EDIT, 8. Oct 2017:

    Removed one apparently unused global list.
    Converted pain bucket New to Initialize and changed it's pathing style.
    Shower can now wash paint too.
    Fixed paint bucket sprites to be bit more dynamic and fixed the in hand sprite. Also added bucket lid.
2017-10-10 18:46:24 +02:00
Werner
baa9c475c1 Merge branch 'upstream-master' into development-upstream
# Conflicts:
#	code/modules/reagents/reagent_containers/food/snacks.dm
2017-10-07 15:13:33 +02:00
Alberyk
094c057386 Xenomorphs fixes and improvements (#3548)
This pr makes xenomorphs less awful via some additions and porting some fixes:
-removes the NO_MINOR_CUT that is not used anywhere and replace with NO_EMBED that stops things from embedding into mobs, like xenomorphs, shadow people and golems
-adds the night vision verbs to xenomorphs
-fixes aliens eggs layers behind under their weeds
-fixes some hud things missing
-makes their limbs unbreakable

This should make them a bit less buggy.
2017-10-07 13:10:18 +03:00
Lohikar
8db472ae15 More stats (#3562)
* MORE STATS FOR THE STATS GODS

* save them to the db
2017-10-06 19:39:15 +02:00
Alberyk
8e53ea0c78 Cult and antag fixes/tweaks (#3524) 2017-10-02 22:34:01 -05:00
Alberyk
7d85f2ce12 Fixes pianos (#3511)
-fixes being unable to move pianos
-fixes mechas getting the wrong wreckage icons if destroyed while open
-fixes fried mushroom taste
2017-09-28 08:25:25 +03:00
Alberyk
0cc8b99a8e Adds more sounds effects (#3474)
Adds new sounds effects to the following;
-nar'sie summoning
-turning on and off a welder
-using a megaphone
-new flashbang and being hit by a flashbang sounds
-cutting wood
-chain of command attack sound
-opening/closing curtains
-rocket launcher sound
-opening/closing a light submachine gun
2017-09-20 13:23:47 -06:00
Karolis
031b958039 Fixes to getFlatIcon and more. (#3353)
(Rebased and reopened #3347)

Attempted to fix pipe and door rendering
Fixed Table, carpet rendering
Ported full map-capture tool from bay, with python script to merge captured images.
2017-09-19 15:43:01 +03:00
skull132
86220edeb3 Merge branch 'master' into development 2017-09-14 22:59:07 +03:00
Lohikar
e28c29a551 Port Integrated Electronics from Polaris (#3371)
Ports Polaris' integrated electronics system, whichallows for Roboticists & Electricians/Engineers to build custom devices and machines for a variety of purposes.
2017-09-12 21:41:39 -05:00
Belsima
e93e29e3c0 Fixes a pair of descriptions. (#3432) 2017-09-11 18:27:06 -05:00
Lohikar
8f4b4effae Kill processing_objects (#3398) 2017-09-09 15:22:58 -05:00
skull132
16d33365c2 Merge branch 'master' into development
# Conflicts:
#	code/modules/client/preference_setup/loadout/loadout_xeno.dm
#	code/modules/customitems/item_defines.dm
2017-09-09 21:38:02 +03:00
TheGreatJorge
2913e9ca35 Issue fixes (#3402)
Fixes #3214
Fixes #2962
Fixes #1557
Fixes #816
Fixes #671

Adds new welded overlay into "closet.dmi" file as part of a fix.
2017-09-09 18:58:32 +03:00
TheGreatJorge
f414d9267c Smooth doors + multi-tile door code tweaks (#3365)
-Changes almost all of door opening/closing animations to be smooth. Also adjusts some door sprites so they actually can be opened smoothly.
-Fixes minor problems with some door sprites. Usually only few pixels.
-Adds "o_door_open" opened state with panel open to common glass door, lift door and vault door, since these have visible panel even while opened. EDIT: They will now show up correctly when needed. Added a var used to mark doors with panels visible while open.
-Adds opening/closing animations "door_closing_stat" and "door_opening_stat" with lights off to doors that did not have it. EDIT: Should now correctly show up when the door is forced manually.
-Removes many unused duplicate dmi files and icon states in door file.
-Adds new dmi file in doors folder containing misc door overlays. Not used anywhere, purely for reference and spriting.
-Changes the multi-tile airlock to have 4 directions instead of 2. Also makes it correctly update hatches for those directions when moved or built from scratch.
-Adds vault assembly. It can be built like any other door, but it costs 10 sheets instead of 4 and takes double the time to make, since it has double explosion resistance and lot more health.
-Adds elevator door assembly along with icon states into the code. It is currently unused, because I have yet to figure out how to make building lift-doors work, and that will not be included in this PR.
2017-09-03 16:24:25 +03:00
Lohikar
dc85579850 Closet & use_check() tweaks (#3346)
changes:

use_check() will now show failure messages to the affected mob by default. It still returns the failure reason & permits disabling of messages via. the show_messages parameter.
Lockers now take 2 seconds to weld or disassemble.
A progress bar is now shown to mobs with the progress bars pref enabled while attempting to break out of welded lockers.
2017-08-29 23:25:19 +03:00
Alberyk
608cf8feda Adds more sounds (#3327)
Adds sounds for opening lockers, going down ladders, turning on your internals, removing and placing extinguishers in the cabinet, sounds for bone breaking and sound to the bsa.
2017-08-27 16:58:34 -05:00
Alberyk
5e3281a7b7 More wizard stuff (#3292)
-removes the jaunt spell from the wizard corrupt form
-increases the price of raise dead to two points
-adds a new wizards spell; flesh to stone, that traps your target in a statue for some time
-added a chance of creating a central command report everytime the lich is send back to his heart, telling the possible location of the heart
2017-08-20 14:03:54 +03:00
Ron
cb5e227320 Converts some istype's to use helpers (#3224)
Converts various istype's to use helpers. Mainly:
Cable
Wrench
Screwdriver
Multitool
Crowbar
Wirecutter

And makes the helpers defines.
2017-08-06 22:08:42 +03:00
Alberyk
b4fa4a8b3a Baystation12 merchant port (#3155)
Port of the merchant mechanics from baystation12.
All of the trader, prices and most essential system are done, as well the job datum and the like. Mapping the shuttle, the base and a new dock will be done in a later pr.
Also adds phazon construction and several other items used in this pr.
The chance of the merchant slow being open at round start can be changed via the config, it is 20% by default.
2017-08-04 21:36:04 +03:00
Lohikar
cfb7357c6f Area cleanup, Minor BST tweaks, Nuke Fixes, Explosion fixes (#3164)
changes:

Ported some timer fixes from /tg/ (timerid overflow fix, invalid deltimer logging)
Removed pointless air alarm elections.
Cleaned up some area code and moved area var definitions into areas.dm.
The nuke now only destroys Zs connected to the Z it detonates on. (Fixes #2552)
The nuke no longer destroys CC.
Nukes now dust mobs.
Cascades now dust all mobs on all non-admin levels.
Fixed a bug where SSexplosives would not honor the is_rec var.
Improved the efficiency of /proc/random_station_area().
Bluespace Bugs can now teleport out again.
Bluespace Technicians can now turn off their x-ray vision without needing to remove their glasses.
Human-types no longer make footstep sounds when lying down, unconscious, or dead.
2017-07-27 18:10:38 +03:00
Alberyk
fe151484de Hardsuit tweaks, tech levels fixes and pAI EAL addition (#3099)
-removes the plasma cutter from the ce and eva's suit, replacing it with a drill that fills the same purpose of the old plasma cutter
-adds more access restriction to the rigs as whole
-adds actuators to the terminator rig
-adds the cmo labcoats to the locker
-fixes #3097
-fixes #3098
2017-07-19 13:41:39 +03:00
Juani2400
e38b75b2a7 Map fixes and modifications; new "Command" directional sign. (#3093)
Fixes: #3089,
fixes #3085,
fixes #3081,
fixes #3074 (should),
fixes #2988,
fixes #2907,
fixes #2749 and
fixes #2631.
- Fixes a variety of other bugs and issues that were not reported in the Github.
- Modifies the Warden's Office, Security Desk and Captain's office to different layouts. These do not include structural modifications.
2017-07-18 12:25:46 +03:00
MarinaGryphon
9eb0142bfb Fixes #3054 (#3056)
This was an incredibly easy fix that removed some stupid code I never should have had to fix. >:(
Hoists should be fixed when this is merged (and if this compiles, given my apparent coding skill).
2017-07-16 15:33:42 +03:00
Alberyk
ac5b4ea055 Food, hair and grammer fixes (#3058)
Fixes #3051
Fixes #3055
Fixes #3057
Fixes #3061
Fixes some food having no taste, also fixe cheese tasting like meat and other minor things like grammar.
Removes the ,45 magazine from the warden's locker, and give them a helmet to match his armor
Fixes a missing window at the main central level
Fixes a messed up hall at central command
Adds a small room for interview for the ccia in the odin, that was left out due to map issues
Adds the captain chair overlay that I forgot to add way back
2017-07-16 11:56:13 +03:00
Alberyk
2f949ecb45 Ports baystation armor system (#2954)
Ports Baystation12/Baystation12#12658

Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant.

Also, uranium meteors will irradiate nearby people when they explode.
2017-07-15 16:24:03 +03:00
MarinaGryphon
830a4edc66 Catwalk hoisting and other fixes, take two (#3031)
Unanchored catwalks can raise and lower objects on them.
Mechs can be hoisted using catwalks.
forgive me for i have sinned
2017-07-15 16:20:41 +03:00
Lohikar
b5472e50f4 Convert a fuck ton of machines to Initialize() (#2985)
Needs testing, but shouldn't break anything. Also adds Destroy() to the SMES base class.
2017-07-14 20:08:59 +03:00
MarinaGryphon
12ccc4e7a7 Attempting fixes for some hoist bugs. (#3027)
Hoists now release hoistees if they wriggle out somehow. Shouldn't happen anyway, but consistency_check should handle any odd shenanigans.
Silicons should be able to be hoisted. Buckling wasn't anchoring them, for some strange reason.
Fixed a bad message, where [user] was used instead of [usr].
You can't directly unbuckle people from hoist hooks.
2017-07-14 19:55:14 +03:00
Lohikar
687e56a8e0 Replace a bunch of overlay calls (#3005)
changes:

Converts a bunch of manual overlay manipulation to SSoverlay calls.
Moved more cache lists to SSicon_cache.
2017-07-13 21:12:53 +03:00