Commit Graph

332 Commits

Author SHA1 Message Date
LordFowl
2ac73351b8 Unapologetic Vaurca Buffs (#3949) 2017-12-12 13:15:45 -06:00
skull132
c0f22a1cdd Merge branch 'master' into development
# Conflicts:
#	maps/aurora/aurora-1_centcomm.dmm
2017-10-29 16:15:53 +02:00
Ron
0d0117dcff Fixes some runtimes (#3727) 2017-10-22 02:37:44 +03:00
Zuhayr
30d92571cf Nymph head flowers. (#3634)
Adds a head flower to 5% of diona nymphs.
Also changes get_random_colour() to return a proper RGB string instead of expecting the caller to add the #.
2017-10-16 11:47:45 -05:00
Alberyk
25c805de1c Adds more food recipes (#3544) 2017-10-07 00:41:29 -05:00
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
skull132
86220edeb3 Merge branch 'master' into development 2017-09-14 22:59:07 +03:00
Lohikar
0aa1e4c6c8 Fix space vine lag (#3452)
Fixes lag from plants processing forever instead of obeying the subsystem's tick interval. Also fixes a glitch where plants didn't continue to grow if not mature.

Fixes #3451.
2017-09-14 21:11:10 +03:00
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
Lohikar
ac2ed66cef Fix some issues with SSplants processing (#3417)
Fixes some issues where plants would not get removed from their processing list properly.
2017-09-09 19:00:05 +03:00
Alberyk
0d8fe2e6a4 Adds more in hand sprites for certain items (#3392)
Adds a lot of more in hands and back sprites, wielded shotgun sprites, guns, bags and things like mining satchels and bee nets.
2017-09-08 13:14:52 -05:00
Ron
752b0ba5e9 Converts reagent containers to Initialize, fixes hand-chew cool down and moves suit sensor Z-level list (#3367)
Converts all reagent containers to use Initialize, fixes the hand-chew cool down so it's no longer for everyone, and moves the suit sensor Z-level to the global.dm right above the station name so anyone else using the code can't miss it.

Closes #3363
Closes #3361
Closes #3362
2017-09-02 21:35:58 +03:00
skull132
7c5c835a7f Merge branch 'master' into development 2017-08-15 23:01:15 +03:00
Alberyk
16ac2d1cf9 plant taste fix (#3285)
What it says on the title.
2017-08-15 00:40:58 +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
Lohikar
f8cdcd013c More initialize tweaks (#2971)
changes:

Organs now use Initialize().
The observe message now shows the configured respawn delay instead of always 30 minutes.
Seed datums no longer have a timer in New().
External organs no longer have a timer in New()/Initialize()
Converted some spawns in organs to timers.
Floor init no longer breaks to plating first for mapped in tiles.
Added the INITIALIZE_IMMEDIATE macro to make Initialize() not wait for SSatoms init.
Mannequins now use INITIALIZE_IMMEDIATE instead of a custom-defined New().
Mannequins (from get_mannequin) now delete themselves if unused for 5 minutes or longer.
2017-07-28 12:00:36 +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
Alberyk
1b19877917 Ports taste mechanics from baystation (#2864)
This pr will port the baystation 12 taste system. Also tweaks some drink's strength.
2017-07-03 02:27:43 +03:00
Lohikar
c077b12899 Convert storage objects to initialize (#2850)
changes:

Converted storage objects to Initialize().
Removed timer from storage New/Initialize in favor of LateInitialize.
Removed some pointless src from storage objects.
Fixed GC of some screen objects used by storage objects.
Changed storage objects' filling to be done by fill() instead of New()/Initialize().
Medkits actually work this time!
2017-06-28 23:09:59 +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
Synnono
ebaffcfaf5 Synnono Meme Foods Recipe Expansion (#2567)
Adds 26 new recipes (18 Microwave, 5 Oven, 3 Fryer) to the kitchen, including curries, dank (and sliceable) brownies, and bear meat recipes!

Adds 2 new reagents: Space Spice, a condiment found in the kitchen flour closet and used in many of the new recipes, and Brownie Mix, a dry mix of flour, sugar and cocoa that serves as the base for brownie recipes and doesn't conflict with other baked recipes.

Adds sprites for new foods, as well as new trash sprites for dumplings and brownies.
2017-06-02 16:39:24 +03:00
Alberyk
07b21a9db7 Bufixes (#2549)
Fixes #1550
Fixes #1609
Fixes pumpkins having the wrong sprite
Fixes clothing not updating the blood overlay when you spray it with cleaner
Fixes wizards being able to select the apprentice book
2017-05-31 01:14:05 +03:00
Lohikar
15c1b4969b Convert some overlays (#2525)
changes:

Converted some overlays to SSoverlay.
2017-05-29 13:04:57 +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
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
Ron
790480c8da Removes all \red and \blue's (#2309)
Removes all \red's and \blues in favor of span classes. \red things that were bold were replaced with danger because it's warning but bold.
2017-05-21 12:07:57 +03:00
skull132
a498a8988c Improve Open Turf Traversal (#2337)
Aims to improve open turf traversal and interaction by doing two things:

If a mob is wearing magboots and has enabled magboots, they are now unable to walk onto an open turf. This includes open space turfs. It makes magboots useful again for miners, on the asteroid!
If a mob is wearing a jetpack with jetpack stabilization enabled (and the jetpack active), they can walk onto the open turf but will not fall down. They can now also, simply by having the jetpack active, move upwards. Keeping stabilization off in this stage will allow them to pop-up and down if they want, leading to hilarity.
Touches mob/proc/Check_Shoegrip() and makes it more useful + more used.
2017-05-21 03:07:41 +03:00
skull132
a073f5c111 Merge branch 'master' into development 2017-05-16 14:46:36 +03:00
Ron
85bd1a69f6 Bug Fixes (#2282)
Fixes #2125
Fixes #2048
Fixes #1690
Fixes #1689
Fixes #1667
Fixes #1089
Fixes #1971
Fixes #1848
Fixes #1190
Fixes #2139
Fixes #2111
2017-05-16 13:57:30 +03:00
LordFowl
20c1ca90b5 Lifts and more (#2269)
Changes the main access lift into two seperate lifts. Should vastly decrease congestion.
Changes the AutoLocker into an AutoDrobe, a floor mounted pad that does what the autolocker did instantly. Should solve round-start confusion.
Fixes a handful of bugs.
Off-topicedly, pretty much doubles Vaurca starting phoron, adds more phoron to K'ois and K'ois byproducts while removing more K'ois from raw K'ois. Adds a moderately expensive K'ois bar to the snack vendors for until I can figure out how to code phoron suppositories.
2017-05-15 18:52:39 +03:00
Lohikar
f6dc33a465 Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.

* this is probably important

* Remove cascade disabling SSgarbage

* Fixed a bug where dust() did not qdel the target mob

* Misc fixes

* Fix decals surviving break-to-plating

* Subsystem flag tweaks

* Apparently subsystems are new'd before config is.

* Fix paper icons

* Speculative fix for insane lag

* Better machinery stat

* Make organs not use SSoverlay

* Misc bugfixes & tweaks

* Nightmode fixes

* Changelog for SMC

* Port /tg/'s improved MC crash handling

* Add some more SS Recover() procs

* supply_controller -> SScargo

* More New() -> Initialize()

* pAI and robot construction overlays

* Fix cargo unit tests

* Merge the DMM Suite's atom/New() into atoms_init

* Lighting pre-baking

* Lighting initialization logging

* Fix some bad SS init orders

* Fix SSlighting logging; rename Processes to MC

* Speculative fix for insane GC lag

* Prebaked openturf/icon_smooth & fix lighting prebake

* SS init status; SSatoms LATEQDEL

* Fix bug with MC init stat panel

* Fix parallax

* Misc

* Ignore SS_NO_DISPLAY during init

* apparently this is important

* REEEEEE

* Image GC fixes; broadcaster radio-new sanity

* RCON Cleanup

* Move pAI recruiter into subsystem

* Move global solars list into sun subsystem

* Make chickens not use a global

* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup

* Speed up space init a little

* Fix bad timer flags on floor drying

* Subsystem panic-restart verb for mins

* Explosion speedup

* Minor subsystem & MC logging tweaks

* SSopenturf improvements

* Make pipenet actually initialize (whoops)

* Minor tweaks

* Implement lighting rounding

* comments are hard okay

* Minor lattice tweaks

* Fix some timer issues & better closet init

* Timer sanity

* Request console tweaks + Storage init sanity

* Minor SSmachiner RCON improvements

* Further reduce world-start timer count

* Standardize subsystem logging

* Garbage hard delete profiling from /tg/

* Timer hang detection & recovery

* Log machines that sleep in process() and fuck up SSmachinery

* Fix an issue with external airlocks sleeping in process()

* Failsafe logging

* Minor tweaks

* Revert "Request console tweaks + Storage init sanity"

This reverts commit 98d3579e35.

* Re-implement RC changes

* Fix SQL FT saving

* Fix SSmachinery sleep in disposals

* Minor SS tweaks

* Paper fixes

* Blood drying fixes

* Merge gameticker and SSticker

* Minor global list init cleanup

* Lagcheck biogenerator & bags

* Tweak SScargo init order; RIG Initialize()

* Caching tweaks

* Remove rogue comma

* Initialize fixes

* Lighting destroy cleanup

* Fix emagging airlocks

* Initial SSicon implementation

* Tweaks & Fixes

* Fire + Air alarm queued icon updates

* Overlays + Queued icon cleanup

* Runtime & background fixes

* Kill some meaningless set statements

* Kill some image qdels

* Bump up lighting rounding val

* Fix adv. scanner destroy runtimes

* Remove unneeded icon update limiting

* Move icon smoothing into helpers

* Show a warning if DM 510 compiles without memory leak hack enabled

* Re-organize subsystems & MC defines a little

* Airlock SFX

* Log of Changes

* Make SSicon_update disable itself when not doing anything

* Fix respawn verb runtime when used early in server-init

* Add more information to MC's stat_entry()

* Replace direct refernces to gcDestroyed with QDEL* macros

* plant_controller -> SSplants

* More plant tweaks

* Add more humor to changelog

* Move parallax globals into SSparallax

* Lighting responsiveness tweaks

* Fix parallax init order & better MC init panel stat

* Make mobs GC

* More overlays + Remove intercom spawn()

* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.

* Update changelog

* Mob GC tweaks

* Del() cleanup

* Fix insomniac ZAS connection edges

* Minor pAI cleanup

* Convert more things to SSoverlay; fix duplicated overlay in field gens

* SM Bluespace turf tweaks

* Update SSgarbage debug globals list

* Human-type qdel tweaks

* Subsystem suspension; stat_entry improvements

* SQL Statistics cleanup

* Fix runtimes with ambrosia

* More disable() -> suspend(); fix nightmode again

* Human qdel fix; minor tweaks

* Update turbolift to work with StonedMC

* Make lifts use timers instead of a subsystem

* Make SSassets start earlier

* Convert the radio controller into a subsystem

* Fix some missing CHECK_TICKs in asteroid generation

* MC stat tweaks; make shouldnt_see a typecache

* Kill some redundant debug-controller entries

* radio_controller -> SSradio

* Better SSgarbage hard-del logging from /tg/ upstream

* Logging tweaks + GELF

* Misc client caching improvements

* Slime SSoverlay

* Oven icon fixes

* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.

* Holder tweaks + Welding tool Initialize()

* Fix some bad subsystem logging

* Fix suit cooling units spawning without cells

* Starlight tweaks

* Gibber infinite gib fix

* More SSoverlay stuff

* Make crates use CUT_OVERLAY_IN

* Make SSarrivals suspend instead of disable

* Make openturf use split/phased tick checks

* Speculative fix for unwet timer runtimes

* Blood overlay tweaks/fixes

* Update crusher to play nice with SMC + SSoverlay

* Openturf improvements and fixes

* Minor turbolift tweaks

* Lighting performance improvements + ChangeTurf tweaks

* this is probably important

* Fix wall weld noises on changeturf

* More ChangeTurf tweaks

* Explosion tweaks

* Pre-game lobby tweaks

* Openturf tweaks

* Prevent admins from starting the game before init finishes

* Fix Travis

* Kill an unused var

* Fix ChangeTurf runtimes on openturfs

* Fixes

* Browser datum fixes, asset caching

* Update changelog

* Changelog

* Lobby tweaks

* Ticker tweaks; kill ticker var

* Further lobby tweaks

* Cascade tweaks

* air_master -> SSair

* Reduce overhead from radio autosay

* alarm_manager -> SSalarm

* bomb_processor -> SSexplosives

* corp_regs -> SSlaw

* ZAS overlay fixes

* Small wall icon optimization

* Fix effects master

* Assembly tweaks

* Megavend fixes

* Shuttle fixes

* Camera alert performance improvements

* Fix some world.log spam from lighting overlays

* Fix some Initialize() procs

* Openspace responsiveness tweaks

* Make HE pipes animate through openturfs

* Kill a spawn
2017-05-02 14:40:40 -04:00
NanakoAC
fa12422854 Mining chargers, fruit slices, windoors (#1897)
A bugfix pack of various unrelated stuff. I just poked through the issues list and cherrypicked stuff that looked quick or within my knowledge

Adds some Mech charging pads to the mining outpost. Two inside, one outside near the drills.
I also tweaked the charging pad sprite to remove the background. Basically it had a normal floor tile built into the sprite, which looked dumb on any other kind of floor. i made that part transparent. And the ones in the robotics lab didn't have an actual floor tile under them because of that, someone was lazy when mapping. so i fixed that too.

Fixes fruit slices being inedible. Someone was using Round when dividing their reagents. Protip: never round reagent amounts. the system handles decimals just fine. There was also an error with the loop

Fixes being unable to build multiple windoors on a tile.I fixed it so you can do so, but they cant stack ontop of each other (or existing windows). I also made sure they can't be rotated to stack onto existing border items. And added another rotate verb for windoor assemblies, and fixed their missing ON_BORDER flag.

Nerfed the hallucination chance of paroxetine, to make it less of a meme when prescribed clinically.

Fixes the engiborg inflatables dispenser permanantly breaking if you allow it to run out. That was my fault

fixes #990
fixes #862
fixes #1875
fixes #1842
fixes #1742
2017-03-18 20:04:13 +02:00
Lohikar
2b9aa21421 Spark Fixes (#1764)
changes:

Removed shim for old spark system.
Converted all calls to old spark system with calls to new one.
Processor-based effects are no longer pooled, as it had minimal performance impact and was breaking things.
Tweaked some visible_messages for rogue drones.
PB effects' handling of location is now done at the /datum/effect_system level.
2017-02-14 14:37:16 +02:00
Alberyk
ed6dbee896 Bay wizard port/rework (#1635)
Ports the newest bay wizard version, with some additions and changes.

General changes:
-ported the newest bay wizard
-wizards can select some school of magic, which also changes their spell selection as whole.
-added several new spells, like raise dead, contracts that bind the person with the wizard, and more.
-added wands, limited sources of certain types of effects/spell, also with their own bad effects for non wizards
-changed the wizard checks to a faction check instead of a mind check
-fixed wizards without certain slots due to race being fucked over due to it
-added new artifacts
-balanced some spells like the emp
-added a lot of new sounds to spell, mostly from tg
-remove horse mask from spell selection, also, you can melt the mask with acid now
-wizard's spell are now displayed at round end like traitors and what they did buy
-also fixes vaurca, and vox, antags spawning without a mask by default
2017-02-07 18:45:42 +02:00
Lohikar
0cba68911d Lighting Overhaul & General process improvements (#1612)
This is it. The big one.
Risk: Very large. This modifies or rewrites several important systems.
Some things still need balancing, but that's probably better done if/when this hits dev.

changes:

New smooth lighting system.
Machinery split into three processes: machinery, powernet, pipenet Removed due to breakage. Refactored into multi-step process.
Mob process rewritten.
NanoUI process rewritten.
Objects process rewritten.
Tweaked color output of station lights.
Slime core lights now emit colored light.
Fixed light update frequency issue with fire alarms, hydroponics trays, and airlocks.
Increased light emission from bolted airlocks.
Miscellaneous performance improvements.
New datum pool implementation.
New lighting usage profiler.
Lighting system now tracks UV light, which is not visible to players.
Space now has a parallax effect.
Disabled Spin View verbs due to incompatibility with the new lighting system.
Disabled hallucination view spin due to incompatibility with the new lighting system.
Lighting system now initializes in the lobby before the round starts to reduce BoR deadtime.
Added UV light tracking to lighting engine; dionae now gain energy exclusively from UV light.
Added colored lighting to a few consoles that used default (white) light.
2017-01-29 01:13:54 +02:00
LordFowl
692e830c15 Nar-Nar and Blob Fixes (#1569)
Updates Nar'Sie to respect new Baystation flooring mechanics. No longer will ugly floor decals persist even when their base turf has been cultified.
Harvesters, and in fact all constructs, can now use cult runes. Only harvesters can write them.
Updates the "Change Construct Shell" rune available to Harvesters to actually change the construct shell. Technically it's just an armor() rune, so any cultist can change the shell of their construct. Harvester option will replace the artificer options during Hell Rising events, since a harvester is basically just an upgraded artificer.
Harvesters will cultify turf and objects in a 3x3 square whenever they use a spell, just for more A E S T H E T I C
2017-01-15 20:50:01 +02:00
Lohikar
465b982eeb Printing Fixes (#1476)
Refactors machines to use /obj/machinery/proc/print() to print things to reduce redundant code.
Fixes #1433.
Fixes #1454.
2017-01-09 00:44:42 +02:00
NanakoAC
bdda79ff29 Beekeeping fixes and tweaks (#1337)
In short, baymerge changed beekeeping. Generally for the better, i love some of the new things they did. But they also removed some things (like the actual bee mobs) and some of their new stuff wasn't properly implemented.
So this PR fixes up both the bay beekeeping content and ours, to work in harmony together, remove redundant stuff, and fix lots of bugs.
2016-12-30 20:28:53 +02:00
Alberyk
fbe0ea9c25 Porting apollo/bay cooking machines (#1319)
Porting bay's versions of apollo cooking machines, which existed in old code. Most of the coding was done by Zuhayr to Baystation12.

Also, some minor mapping changes were made to the kitchen, so, all of this could fit inside.
2016-12-28 00:02:55 +02:00
LordFowl
93143a8e45 Vaurca Update Dec2016 (#1289)
Adds Vaurca subspecies and a whole slew of content related to them. Also, custom organs for them.
2016-12-25 01:11:09 +02:00
SoundScopes
97bb1e8e38 Travis: Indentation / list fixes (#1254)
Fixes the tools/indentation.awk script to not demand a comma at the end of perfectly valid comments.
Makes it report unnecessary commas in lists.
Readds it to the Travis build list.
2016-12-19 16:40:52 +02:00
Alberyk
5bfa01d79e Syndicate borg fix mk II and bees. (#23)
Reverting back to old code, but, now fixing all the issue, and fuck ghost trap for this for now.

Also, re-adding our unique murderous bees.
2016-11-27 20:00:35 +02:00
skull132
e9b688e1f6 Merge branch 'development-2' into development
Christ on a stick. SO MANY ERRORS. REEE.

# Conflicts:
#	baystation12.dme
#	code/_helpers/lists.dm
#	code/_helpers/logging.dm
#	code/_helpers/text.dm
#	code/_onclick/click.dm
#	code/controllers/configuration.dm
#	code/controllers/master_controller.dm
#	code/datums/supplypacks.dm
#	code/game/antagonist/antagonist.dm
#	code/game/antagonist/antagonist_print.dm
#	code/game/antagonist/outsider/commando.dm
#	code/game/antagonist/outsider/ninja.dm
#	code/game/area/areas.dm
#	code/game/gamemodes/cult/cult_items.dm
#	code/game/gamemodes/game_mode.dm
#	code/game/jobs/access.dm
#	code/game/machinery/atmoalter/canister.dm
#	code/game/machinery/autolathe.dm
#	code/game/machinery/doors/airlock.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/mecha/mech_fabricator.dm
#	code/game/mecha/mecha.dm
#	code/game/objects/effects/spiders.dm
#	code/game/objects/items.dm
#	code/game/objects/items/devices/PDA/PDA.dm
#	code/game/objects/items/devices/flash.dm
#	code/game/objects/items/devices/lightreplacer.dm
#	code/game/objects/items/devices/paicard.dm
#	code/game/objects/items/devices/scanners.dm
#	code/game/objects/items/devices/suit_cooling.dm
#	code/game/objects/items/devices/uplink.dm
#	code/game/objects/items/robot/robot_upgrades.dm
#	code/game/objects/items/toys.dm
#	code/game/objects/items/weapons/cards_ids.dm
#	code/game/objects/items/weapons/handcuffs.dm
#	code/game/objects/items/weapons/manuals.dm
#	code/game/objects/items/weapons/material/kitchen.dm
#	code/game/objects/items/weapons/material/misc.dm
#	code/game/objects/items/weapons/material/swords.dm
#	code/game/objects/items/weapons/melee/energy.dm
#	code/game/objects/items/weapons/melee/misc.dm
#	code/game/objects/items/weapons/scrolls.dm
#	code/game/objects/items/weapons/storage/belt.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/items/weapons/tools.dm
#	code/game/objects/objs.dm
#	code/game/objects/structures/crates_lockers/closets.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/game/objects/structures/janicart.dm
#	code/game/sound.dm
#	code/game/turfs/simulated.dm
#	code/game/verbs/ooc.dm
#	code/global.dm
#	code/modules/admin/verbs/debug.dm
#	code/modules/admin/verbs/modifyvariables.dm
#	code/modules/client/client procs.dm
#	code/modules/client/preferences.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/head/hardhat.dm
#	code/modules/clothing/head/helmet.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/clothing/head/misc_special.dm
#	code/modules/clothing/shoes/jobs.dm
#	code/modules/clothing/spacesuits/alien.dm
#	code/modules/clothing/spacesuits/captain.dm
#	code/modules/clothing/spacesuits/miscellaneous.dm
#	code/modules/clothing/spacesuits/rig/rig_pieces.dm
#	code/modules/clothing/spacesuits/rig/suits/alien.dm
#	code/modules/clothing/spacesuits/spacesuits.dm
#	code/modules/clothing/spacesuits/void/merc.dm
#	code/modules/clothing/spacesuits/void/void.dm
#	code/modules/clothing/suits/armor.dm
#	code/modules/clothing/suits/jobs.dm
#	code/modules/clothing/suits/storage.dm
#	code/modules/clothing/suits/utility.dm
#	code/modules/clothing/suits/wiz_robe.dm
#	code/modules/clothing/under/jobs/security.dm
#	code/modules/economy/Events.dm
#	code/modules/economy/Events_Mundane.dm
#	code/modules/economy/economy_misc.dm
#	code/modules/events/blob.dm
#	code/modules/events/event.dm
#	code/modules/events/event_container.dm
#	code/modules/events/event_manager.dm
#	code/modules/events/money_lotto.dm
#	code/modules/events/prison_break.dm
#	code/modules/events/spacevine.dm
#	code/modules/hydroponics/trays/tray.dm
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/emote.dm
#	code/modules/mob/holder.dm
#	code/modules/mob/language/station.dm
#	code/modules/mob/living/bot/cleanbot.dm
#	code/modules/mob/living/carbon/alien/diona/diona.dm
#	code/modules/mob/living/carbon/alien/diona/diona_attacks.dm
#	code/modules/mob/living/carbon/give.dm
#	code/modules/mob/living/carbon/human/emote.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/human_defense.dm
#	code/modules/mob/living/carbon/human/inventory.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/living/carbon/human/species/outsider/vox.dm
#	code/modules/mob/living/carbon/human/species/station/golem.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/mob/living/carbon/metroid/metroid.dm
#	code/modules/mob/living/living.dm
#	code/modules/mob/living/living_defense.dm
#	code/modules/mob/living/living_defines.dm
#	code/modules/mob/living/silicon/ai/ai.dm
#	code/modules/mob/living/silicon/pai/admin.dm
#	code/modules/mob/living/silicon/pai/pai.dm
#	code/modules/mob/living/silicon/robot/drone/drone.dm
#	code/modules/mob/living/silicon/robot/drone/drone_manufacturer.dm
#	code/modules/mob/living/silicon/robot/emote.dm
#	code/modules/mob/living/silicon/robot/robot_items.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
#	code/modules/mob/living/silicon/silicon.dm
#	code/modules/mob/living/simple_animal/bees.dm
#	code/modules/mob/living/simple_animal/friendly/cat.dm
#	code/modules/mob/living/simple_animal/friendly/corgi.dm
#	code/modules/mob/living/simple_animal/friendly/farm_animals.dm
#	code/modules/mob/living/simple_animal/friendly/mouse.dm
#	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
#	code/modules/mob/living/simple_animal/hostile/hostile.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/logout.dm
#	code/modules/mob/mob.dm
#	code/modules/mob/mob_grab_specials.dm
#	code/modules/mob/mob_helpers.dm
#	code/modules/mob/new_player/sprite_accessories.dm
#	code/modules/organs/organ.dm
#	code/modules/organs/organ_alien.dm
#	code/modules/organs/organ_external.dm
#	code/modules/paperwork/faxmachine.dm
#	code/modules/projectiles/ammunition/boxes.dm
#	code/modules/projectiles/ammunition/bullets.dm
#	code/modules/projectiles/guns/energy/nuclear.dm
#	code/modules/projectiles/guns/energy/rifle.dm
#	code/modules/projectiles/guns/energy/special.dm
#	code/modules/projectiles/guns/projectile.dm
#	code/modules/projectiles/guns/projectile/automatic.dm
#	code/modules/projectiles/guns/projectile/pistol.dm
#	code/modules/projectiles/guns/projectile/revolver.dm
#	code/modules/projectiles/guns/projectile/shotgun.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/projectiles/projectile/special.dm
#	code/modules/reagents/reagent_containers.dm
#	code/modules/reagents/reagent_containers/food/drinks.dm
#	code/modules/research/designs.dm
#	code/modules/research/destructive_analyzer.dm
#	code/modules/research/rdconsole.dm
#	code/modules/spells/artifacts.dm
#	code/modules/spells/spellbook.dm
#	code/modules/tables/tables.dm
#	code/world.dm
#	config/example/config.txt
#	icons/mob/items_lefthand.dmi
#	icons/mob/items_righthand.dmi
#	icons/obj/lighting.dmi
2016-10-31 00:01:52 +02:00
skull132
87e041aa75 Merge remote-tracking branch 'bay12-upstream/master' into development 2016-10-07 00:58:39 +03:00
NanakoAC
804851f6f6 Diona Overhaul - SEP2016 (#442) 2016-09-09 23:55:48 +03:00
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
Bedshaped
f0df1746f8 Bedshaped's Best Bugfixes #1 (#654)
Fixes #505 (again)
Fixes #626 
Fixes #647 
Resolves #509
2016-08-02 21:47:37 +03:00
LordFowl
56e288e910 Vaurca Content 2 (#426)
Vaurca hivemind language added.
Vaurca appropriate name generator added.
Tied Vaurca language to their neural socket organ.
Added a method for non-Vaurca to intercept the Vaurca hivenet so long as they construct the correct item.
Sprites for Vaurca organs.
Neutered all Vaurca.
Cutting open a Vaurca for surgery now requires heavier equipment.
Injecting a Vaurca with a syringe now will take time.
Adds various Vaurca cosmetic items available via loadout.
Adds a few new burst-fire weapons exploiting the burstfire fix - obtainable via research or adminbus.
Ports the ability to stick heads on spears from Paradise-code.
Added an error message when trying to bite someone before the cooldown expires.
Removed spoken Vaurca language.
Heavily nerfed K'ois' properties.
Halved the nutrition value of nutriment, returning it to old-code state.
Nerfed the damage dealt by bite, while reducing the cooldown.
Fixed burstfire weapons spamming attack messages when fired, allowing for more automatic weapons.
Fixed Vaurca player ability to select coloured eyes.
2016-06-24 14:55:44 +03:00
skull132
5d85c7c06f Merge remote-tracking branch 'origin/master' into development 2016-06-22 10:56:26 -04:00
NanakoAC
e70157ebfc Botany Tweaks (#389)
Watering hydroponics trays with a bucket of water will no longer waste
the excess water.
Fertilizer bottles now contain 60u. Amounts in vendors and biogenerator
cost adjusted appropriately
2016-06-20 17:34:30 +03:00