Commit Graph

23946 Commits

Author SHA1 Message Date
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
Juani2400
5c8b33d4f4 [Newmap] Modifications and bugfixes. (#2543)
Fixes: #2380, #2475, #2496, #2500, #2504, #2506, #2514, #2518, #2519.

Adds new flooring decals for the Medical Bay. These are of the same style that those that already existed,
but fit to the layout and naming of the new map's Medical Bay. There are new signs for the EMT, General Treatment Room, ICU, Ward and Cloning.(Images below)

Slightly modifies the layout of the Medbay, and the CE's office.
(Images below)
2017-05-31 00:01:12 +03:00
Lohikar
cb6819f466 More NanoUI cleanup (#2545)
changes:
- NanoUIs and objects are now cleaned out of open_uis when their UIs are closed instead of leaving their entries in the list forever.
- Cleaned up a bunch of open_uis code.
- Common NanoUI files (css, js) are now loaded into the rsc instead of loaded at runtime.
NanoUI no longer sends coder resources that the client doesn't actually need.
2017-05-30 21:38:23 +03:00
skull132
4d7b0f6076 Fixes leg actuators not blocking fall damage (#2546) 2017-05-30 16:26:32 +03:00
Alberyk
a1b11731ec fix planting c4 in open turfs (#2539)
Fixes #2468
2017-05-29 23:39:05 +03:00
skull132
c95cca4cd8 /tg/ style observer follow links (#2534)
Adopts the /tg/ style of ghost follow links. This is to make clicking them a less of a PITA when you're a ghost. All links tested as functional and properly formatted.
2017-05-29 23:03:19 +03:00
Lohikar
0ad3d4c189 Round-end statistics (#2483)
This PR adds a system to display round statistics at the end of the round, with the option of logging said statistics to the feedback database.

Tracked stats:

Most deaths by ckey.
Number of people cloned.
Number of times humans have fallen into openturfs.
Number of times humans have died from falling into openturfs.
Number of times humans have been gibbed.
2017-05-29 22:42:19 +03:00
Alberyk
b490769175 Adds netgun, haywire rounds and gun related fixes (#2456)
-adds the netgun, replacing the syndicate cyborg energy crossbow with a downgraded mounted version, and giving the heisters a chance of getting one of those in their random gun spawn
-fix the meteor gun, giving it a new sprite and fixing the wrong icon state on the projectile
-ports emp/haywire rounds from baystation, only .38 and 12 gauge rounds
-fix the action button of the am rifle not wielding it
-gives the wizard staffs tech levels
-removes the xray crate from cargo
Fixes #1923
2017-05-29 22:41:38 +03:00
Alberyk
09243fa0ff Chemical overdose changes (#2444)
People gon' die.
2017-05-29 22:41:21 +03:00
skull132
a3ec0cf45d Better SQL prepared statements (#2474)
The system used to be of complexity O(n^2). Essentially two for loops running per every argument. Which ended up being surprisingly slow (there were instances where I saw the argument parser as using quite a lot of CPU time).

This replaces it with a more linear algorithm. It's somewhere near O(n) where n is the length of the unparsed query. Which is more stable and faaaster. This comes with two changes, however:

Parameters inside the query now have to be delimited from both sides with : (colons). The alternative to this would be to use something like $n or just assume that space marks the end of a marker. Only the former is workable, the latter would break a few queries already.
Arguments in the argument array no longer have to be prefixed by : (colons). So, while in the query you would write :thing:, you'd initialize the array of args as: list("thing" = somevar). It could be made to work without it, but eh, I think this is fine.
Argument validation is slightly weaker. What I mean by this is that with the old system, unused keys would result in an error. This is no longer a thing. Missing keys will still result in an error, however.
One more improvement: double delimiting removes an edge case where if key A partially covers key B, depending on the order, key A would mangle key B.
Updated and tested all queries that I could find. So this should be good.
2017-05-29 21:17:41 +03:00
LordFowl
b88d6aaadb CrissCross Gamemodes Explained (#2522)
Gamemodes that haphazardly crash two or more other gamemodes together are now explained in their voting option, so we can stop having to explain it to OoC literally every round
2017-05-29 19:30:25 +03:00
Alberyk
87c3a57b02 Heist base changes, arrivals dock changes and minor map fixes/tweaks (#2526)
-removes the flares from the officer's locker, because they are already added via code, it seems
-fixes the iaa being stuck inside the sec meeting room when they spawn
-fixes this #2326 again
-fixes the maint airlock before the kitchen having no access
-the heist base now uses dynamic lighting
-replaced the regular wardrobes with lockers with access in the spawn area checkpoint to avoid greytiders looting it
-the arrivals shutle dock is now its own area with its own apc
-added a robotic cryo console to the ai lift entrance
-replaces the hop's supply request console with a supply control console
-places the creed's office and the admin shuttle behind blast doors
Fixes #2505
-fixes being unable to sawn off double barrel shotguns
2017-05-29 13:13:01 +03:00
Lohikar
15c1b4969b Convert some overlays (#2525)
changes:

Converted some overlays to SSoverlay.
2017-05-29 13:04:57 +03:00
Alberyk
aad350be12 Makes carp, drones and flying/floating mobs immune to fall (#2527)
Carps, combat drones, faithless, bats, caverns dwellers, parrots, viscerators and the like won't fall anywhere when they walk into an open turf, they can also travel across z levels in case a player is controlling them.

Also, makes cats immune to fall damage.
2017-05-29 13:04:34 +03:00
skull132
36dfee27eb Leg actuators for RIGs (#2421)
Preview: https://kama.skullnet.me/index.php/s/GsEdb7q733nO1LK

Okay. These modules allow you to fall from any height without taking damage. As long as your suit is powered and they're enabled, anyways. Secondly, they allow you to leap! Civilian grade allow you to leap 4 tiles, military grade ones (syndicate + ERT commander) allow you to leap 7 tiles and to also grapple people (Vox leap feature).

On top of that, if you middle click on the tile you're on with them selected, you will try to leap upwards. If the tile you're facing above you is a solid (non-open turf, but not dense either), then you will start to climb onto that tile. Civilian grade model isn't powerful enough to jump you there fully, so you gotta spend 4 seconds grappling for your life. Get interrupted in that time, you fall. Military grade models hop you instantly.
2017-05-29 01:29:35 +03:00
LordFowl
a5d7d50a69 Mining Fixes II (#2517)
Seismic Charges are now much cheaper.
KA can now fit into suit storage and the explorer's belt.
Several more items can now fit into the explorer's belt.
KA's with multiple installed modkits can now properly be turned into a RIG module, which keeps said modkits.
RIG thermal drills now work properly.
Mining drones should now spawn with a jetpack.
Mining drone ore bags are now much larger, as they cannot drag crates.
2017-05-28 23:53:27 +03:00
skull132
11edd7e548 Loads-a-fixes for dev (#2515)
Fixes #2488 .
Fixes #2489 .
Fixes the bug of dying upon spawn.
Fixes new player recognition.
2017-05-28 21:23:05 +03:00
LordFowl
77521d0c7f Promotes Sergeant Columbo to Lieutenant Columbo (#2507)
Never code at 3am.
2017-05-28 19:28:59 +03:00
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