Commit Graph

23946 Commits

Author SHA1 Message Date
LordFowl
98344afbe8 SomeBugsBeFixed (#2147) 2017-04-30 18:25:09 -04:00
skull132
a5848c2802 Merge branch 'development' into map-development
# Conflicts:
#	baystation12.dme
#	code/game/objects/random/random.dm
#	code/game/turfs/turf_changing.dm
#	code/modules/mining/ore.dm
#	code/modules/mob/living/silicon/robot/robot_modules.dm
2017-05-01 01:07:56 +03:00
LordFowl
c03666340a Finalisation PR for map-dev, prepares new map for merging. (#2144)
* Commited

* The FINAL commit (probably not, tho)
2017-04-30 15:04:54 -04:00
skull132
c197ce34fc Merge branch 'master' into development 2017-04-29 01:51:38 +03:00
LordFowl
28edd6fe33 Adds surgery: Lobotomies (Cake's request) (#2128)
As per Cake's looser instructions, MMI's will require a lobotomized brain to function. Instead of having the MMI automagically lobotomize a brain, I decided instead to make it a surgical operation and a prerequisite to borging. This also cleans up some snowflake istype() checks by instituting two new variables.

Cortical stacks, slime brains, and golem brains cannot be lobotomized, and as such cannot be put into an MMI.

You can lobotomize a person either by surgical-drilling their brain in surgery, or by surgical-drilling their removed brain.

The roboticist now spawns with a drill to accomodate this change. Surgical drills are not really useful otherwise, so I don't think this is a huge upset of the surgery balance.

Lobotomy will send the following message to the lobotomee;
"You have been lobotomized. Your memories and your former life have been surgically removed from your brain, and while you are lobotomized you remember nothing that ever came before this moment."
2017-04-29 01:29:23 +03:00
Lohikar
5d7c6748e2 Minor fox/corgi fixes (#2133)
changes:

Foxes now have their real_name set properly, preventing them from showing as fox (corgi) to ghosts.
Tweaked the grammar of fox & corgi autospeak slightly.
2017-04-29 00:03:45 +03:00
Werner
5288898c78 Crusher for the new map (#2127)
* Crusher for the new map

* Use Power

* Updated the sprites

* Pre-Start Time change and more messages

* Added Changelog

* Update app_presets.dm

* Sprites for the maint hatch. And some overlay changes

* Fixed maint hatch not closing
2017-04-28 16:33:02 -04:00
SoundScopes
a9b4b726a1 lift stuffs (#2126) 2017-04-24 22:54:24 -04:00
Ron
388cad2c7f Suit Sensors Changes (#2121)
* Add files via upload

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* Delete Thumbs.db

* Update crew.dm

* Update layout_default.tmpl

* Delete Aurora-3.png

* Delete Aurora-4.png

* Delete Aurora-6.png

* Add files via upload

* Add files via upload
2017-04-23 18:25:39 -04:00
Lohikar
8ad8c70f22 Additional Airlock Sounds (#2119)
changes:

Added new airlock close sounds.
Added airlock bolt/unbolt sounds.
Airlocks now use audible_message() to print bolt messages instead of for-mob-in-view.
Sounds courtesy of Bay.
2017-04-20 22:56:29 +03:00
skull132
77c7e23ebe Port initial Bay12 object listener fix (#2106)
Port of Baystation12/Baystation12#13264

Large PR to put into Master, but the bug is really annoying and since it affect a traitor item, an often used one, I'll take the risk.

Fixes #1956
Fixes explosives implants and lawgiver not working.
2017-04-19 10:15:19 +03:00
Ron
6bb907c672 Add files via upload (#2115) 2017-04-18 15:38:27 -04:00
Ron
cf7df76bb0 Add files via upload (#2108) 2017-04-17 17:50:38 -04:00
skull132
dc25d31bd4 Merge branch 'master' into development 2017-04-17 14:51:56 +03:00
skull132
e54af87ebf Fixes #1822 (#2110)
I should make this more robust. Fuck.
2017-04-17 14:25:29 +03:00
LordFowl
f3020f91c0 Wardens spawn with box of blank IDs (#2102)
Resolves: https://forums.aurorastation.org/viewtopic.php?f=21&t=7721
2017-04-16 21:46:31 +03:00
Werner
e5b8a518a3 html_encode the log messages (#2079)
html encodes the messages before json_encoding them to fix issues with invalid json encoding causing messages to be dropped.

Low priority fix as it effects roughly 0.2% of the messages per day

Tested it locally.
Special chars no longer cause invalid json and are now properly parsed.

grafik

No changelog, because it doesnt effect the users
2017-04-16 20:15:53 +03:00
Lohikar
0e91b8b565 Remove some unused PDA icons (#2096)
changes:

Removed some unused PDA icons from the client cache.
2017-04-16 20:15:25 +03:00
Lohikar
ce8cee4cbd Kill some debug spam (#2095)
changes:

Killed some debug statements that aren't needed anymore.
2017-04-16 20:14:39 +03:00
Lohikar
4d97eba214 Adjust colors (#2097)
changes:

Tweaked DOSay and Devsay colors to be more distinguishable from Gamesay & Deadchat.
2017-04-16 20:14:23 +03:00
Werner
fad4a0a4a9 Various Changes (#2040)
A bug:

Synthetics are no longer able to authorize warrants. Fixes #2025
Various requests from the suggestions forum:

Removed bootknives from custom loadouts
Added crowbars to all borg modules that were missing them.
Removed flashbangs from the officer lockers and the security vending machine
Some other things:

Warden access is now required to access the armory with the flashbangs, heavy vests, ...
Fixed a issue with udp logging (wrong text in a log message)
.45s now spawn in the officer lockers
Flares now spawn in the officer lockers
The crate containing the door locks has been relocated
Added cadet lockers with essential cadet gear
Replaced two officer lockers with two cadet lockers, so there are now 4 officer and 2 cadet lockers in security
Warrant assistant now shows Location / Suspect for the search warrants (instead of only the location)
2017-04-16 20:13:59 +03:00
skull132
f33d68a2bb Merge branch 'master' into development 2017-04-14 22:54:12 +03:00
Lohikar
2ed8a41d79 Fix wallhack cameras (#2093)
changes:

Fixed cameras' visibility calculations.
Possibly made cameras slightly faster.
2017-04-14 21:50:49 +03:00
MarinaGryphon
bf6002605e No More Psyborgs (Fixes #2077, adds Industrial Frame functionality requested by Cake) (#2090)
Stopped IPCs from being able to see without optics installed.
Made Industrial Frames actually pressure-proof, which allows them to use suit coolers on their back.
(Apologies for accidentally including some old commits. They've already been merged, anyway, so I hope it's not too much trouble.)
2017-04-14 19:05:12 +03:00
skull132
fa6051c133 Merge branch 'master' into development 2017-04-14 16:05:06 +03:00
skull132
a3516d7069 Fix/debug BOREALIS (#2086)
Improved the .dll to catch any and all unspecified exceptions. To avoid .dll crashing. They will now be logged into a .txt file.
Made the .dll's code to be more reusable, and look a bit better. Also removed a few hidden files (header).
Added a few debug logs for BOREALIS, specifically towards new features.
Removed a potential runtime error for scheduling a push without a scheduler.
Tested as functional on local build.
2017-04-14 13:29:21 +03:00
Lohikar
f35680ba7a Fix cameras (#2091)
changes:

Cameras now use DVIEW instead of a temporary dummy mob to calculate visibility.
Cameras now render smooth lighting as old-style lights.
Lighting overlays are now a DMI instead of a PNG.
Fixes #1974.
2017-04-14 13:29:09 +03:00
Lohikar
0a1ee41460 Admin PM Fix (#2087)
Fixes an issue with admin PM logging.
2017-04-14 00:27:55 +03:00
NanakoAC
f09afbaeaa Cooking Fixes Pass 2 (#2024)
This PR is a package of fixes for a few cooking issues, and also (largely unrelated but its been annoying me for weeks) more fixing on the Flash issue.

Fixes the cooking sound not being set on cookers

Very thoroughly re-examines all interactions with cooking machines and their verbs, adds safety checks, alters contexts as intended. This gets rid of all the problems with mouse/ghost/AI fuckery.
Note that AIs can toggle the oven door and the power on cooking machines, this is by design.
Animals can remove food from exposed cooking containers, this is also by design.

Sets cooking containers to NOREACT, to prevent some issues with recipes being unmakeable because ingredients would become dough.

Tweaks oven heat loss a little more

Adjusts the mix flag on several potentially problematic recipes to prevent certain undesireable things ending up in finished products (like flour and eggs causing a lump of dough to be ejected from a finished cake)

Alters quite a few recipes which used a whole egg as an ingredient, to use egg yolk instead. Partly becase it makes more sense in context, and partly because cooking containers don't support adding whole eggs. There are now no fryer/oven recipes that need an intact egg.

Scales up plain bread to be a little closer to the other specialised breads in terms of reagent quantity.

Removes a redundant spellburger recipe because item checks use istype

And the flash issue:
For those who missed it, several months ago we had an issue with an object named "flash" appearing in the rightclick menu anywhere, for anyone with admin/dev powers. It was constantly annoying. After enduring the mysterious thing for months i found the cause, it's a hud element. Setting mouse opacity fixed it.

Anyways my fix wasn't comprehensive enough. Several other huds for non human mobs duplicate this thing. So ive set mouse opacity on them too
2017-04-13 23:31:32 +03:00
Lohikar
efc668fa89 RnD Deconstruction Fix (#2081)
changes:

Fixed a bug where the Circuit Imprinter & the Protolathe tried to new() a material name instead of the material's type on deconstruct. This fixes a runtime preventing deconstruction when the machine contained materials.
Fixes #2080.
2017-04-13 23:31:19 +03:00
skull132
7cd7e5aee2 Merge branch 'master' into development 2017-04-13 00:26:49 +03:00
MarinaGryphon
2cb9f18671 Hopefully fixed IPC surgery. (#2076)
IPC external organs are now encased, which means organ removal now checks for the proper open value (which is 3, not 2). This should fix #2020.
2017-04-12 21:15:39 +03:00
MarinaGryphon
fe723018e3 Fixes #2072 (#2074)
Fixed #2072, caused by an error in indentation when I converted airlock_electronics.dm to absolute pathing.
2017-04-12 12:40:53 +03:00
MarinaGryphon
fa3e74bdf8 Fixes #2069 (#2070)
Fixed #2069 by commenting out a statement that set new pAIs' canmove to zero.
2017-04-12 12:40:22 +03:00
MarinaGryphon
964e49b0f8 Fixes #1932 and converts airlock_electronics.dm to absolute paths (#2053)
Fixes #1932 by adding an 'inuse' variable to airlock electronics and setting/checking whether it's in use when constructing doors.
Converted airlock_electronics.dm to absolute paths from relative paths.
2017-04-10 11:58:04 +03:00
Lohikar
3834fd9dec Darkness Fixes & Shell Tweaks (#2066)
changes:

ChangeTurf no longer breaks lighting when switching from statically lit turfs to dynamically lit turfs.
Human-types' is_noisy value is now updated on spawn; boots should now make footstep SFX without having to take them off and put them back on.
Fixed a logic error in is_noisy calculations which could have lead to false-negatives.
Shells can now wear socks & undershirts.
Fixed a bug where changing the dynamic lighting status on an area would attempt to build lighting overlays for the entire map.
Fixes #2027.
Fixes #1982.
2017-04-10 11:55:56 +03:00
Lohikar
c625bbe8e4 Nightmode Tweaks 2: The Fixening (#2065)
I actually fixed it this time I swear

changes:

Nightmode now follows the station's time instead of some random time schedule that made no sense.
Red alert will properly disable night mode now.
Dropping from red alert will reset nightmode to the state it was in before red alert was triggered.
2017-04-10 11:54:09 +03:00
Alberyk
5d025d9ac6 Mark of wizard fix and missing uniform name (#2062)
-unfucks the path of the mark of wizard
-fix the name i may have erased from two uniforms
2017-04-09 13:00:22 +03:00
skull132
45df5b4d04 Merge branch 'master' into development 2017-04-08 23:20:02 +03:00
NanakoAC
f9e7a071c1 Alcohol additions and fixes (#2052)
Project partially commissioned by Senpai Jackboot.

This PR adds a new reagent, butanol. It is an alcohol intended for unathi consumption, intoxicating and safe for them. On other species it is also safe, but has a fairly minimal effect, and humans drinking it is generally a waste.
Butanol moonshine can be made in the kitchen by delinquent lizards.

Adds two butanol based drinks, imported from moghes.

Also adds a new Tajaran Gin, slightly weaker than a normal spirit. This is an ordinary ethanol drink with some kitty flavour text.

Kegs of beer and xuizi juice can now be ordered in cargo. Prices may seem low but they come in a non-returnable large wooden crate

Fixes several bugs with alcohol effects not wearing off.
While fixing this I ran into another issue, and the easiest fix was something i've been meaning to do for a while:
Added a verb for bluespace techs to toggle their god mode on and off.
Intoxication with god mode on is now essentially disabled. It was causing too many buggy effects. If bluespace techs want to get drunk for adminbus RP, they can disable godmode first.

Fixes #1748
2017-04-08 23:17:46 +03:00
Fire-and-Glory
2d0622d140 Adjusting a mistake I made with the Kneebreaker Hammer traitor item#2 (#2061)
The Kneebreaker Hammer should no longer do hilarious amounts of damage should you find a way to make it go through the air faster than it would if you threw it.

Well, no more damage than it would if you applied such a thing to any other item.
2017-04-08 22:51:34 +03:00
Ron
97e8955445 Misc Bug Removal (#2045)
vampire_powers.dm ~ vamps now know if they finished enthralling. Fixes #1705
utility.dm ~unconscious people cant feel things injected anymore. Fixes #606
security.dm ~7 days to play as sec now. Same with detective and warden. might need config option enabled. Fixes #1973
exodus-1.dm ~ removed useless circuit board. Fixes #1991
supplypacks.dm ~ Auxilllary Foensic tools crate spawns with a UV light now. Fixes #1936
tree_networking.dm ~ gave the malf AI more room to type things up. Also fixed typo. Fixes #1914
Made the viral infection outbreak say level 5 all the time so it matches up with sound file.
2017-04-08 19:10:48 +03:00
MarinaGryphon
f849657a62 Fixes #1163 (#2054)
Made the robotics control console check for R.lockcharge instead of !R.canmove to avoid issues with chairs.
Gave silicons their own custom /update_canmove() proc to deal with lockdown.
Made the robotics control console use SetLockdown(), like the lockdown wire.
2017-04-08 17:32:13 +03:00
MarinaGryphon
32b570871f Protohuman Fixes, Transform Procs, and Genetics Fixes (#2059)
Added a Humanize() proc that converts from lesser to greater form.
Made Monkeyize(), Humanize(), handle_post_spawn(), and set_species take a 'keepgenes' argument that tells whether or not to keep or override the gene for lesser or greater form.
Fixed what I presume is a typo in defining the 'hard' genetics bounds.
Made MONKEYBLOCK actually functional.
2017-04-08 17:30:31 +03:00
Alberyk
15d588bd8e Changes tajaran random name generator (#2036)
This pr changes the old bay method, replacing them with some arabic and slavic names instead. Because"Rrhazkrajri Njarir'Akhan" and the like sounds stupid and has some issues with the lore, because you are not named after your ethnicity.
2017-04-08 00:30:47 +03:00
inselc
238ce7a80c Bugfixes: Drones, Infrared emitters, Implant cases and Limbs (#2049)
This PR contains bugfixes for:

Drones being unable to matter-decompile burnt matches (#717). Burnt matches will be decompiled into a small amount of wood.
Ghosts triggering infrared emitters (#644). Added a check whether the movable passing through the laser beam is actually "visible".
Reagent transfer messages showing up when clicking on chem implant cases, even when the syringe is empty (#704). Added a check whether reagents have actually been transferred. The displayed message will now also display the actual amount transferred. Removed spawn(5)-delay to prevent click-stacking.
Limb relocation messages not showing up for bystanders (#778).
2017-04-07 23:53:21 +03:00
Lohikar
636aef2970 Tactical Holster Fixes & Random Obj Runtime Fix (#2043)
changes:

Fixed some issues with tactical armor's holster.
Made tactical armor qdel its child storage instead of just nulling it out.
Hopefully fixed the runtimes with random voidsuits.
Fixed a bug where random vendors were always depleted.
Fixed a bug where industrials could not set their eye color.
Fixes #2041.
Hopefully fixes #1740.
2017-04-03 22:43:38 +03:00
NanakoAC
af960ce8d1 Pylon succ bugfix (#2010)
Just fixes a small reported issue with pylons, where a ventcrawling creature could get dragged out of the pipe network and stuck under the floor. Adds some safety checks to the sucking mechanic
2017-04-03 22:42:15 +03:00
skull132
f706f41dac Fix ein boo-boo 2017-04-02 16:56:38 +03:00
Lohikar
80fb7af058 IPC Fixes & Nutrition Tweaks (#2037)
changes:

Only normal crew mobs equipped by the job master spawn with randomized nutrition.
Random nutrition's minimum nutrition value has been increased to 50%.
IPC Shells' skin tone and eye color now functions correctly.
Industrials' eyes now work correctly.
Added a nullcheck to random voidsuit spawn.
Fixes #1909.
Fixes #1646.
Fixes #1503.
Probably fixes #1740.
2017-04-02 16:53:53 +03:00