Moved explosion calculations into a process that processes a queue of explosions with SCHECKs in areas with significant processing.
Significantly reduces server freezes during large explosions, and almost completely nullifies them for small ones.
Likely subtly changes how explosions behave.
Fixes radiation so species' radiation_mod values are actually applied.
Refactored radiation application to use proc apply_radiation() instead of directly modifying the variable.
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.
-fix msai and zhan tajaran not having hairstyle or being able to use tajaran only equipment
-add some extra details to their languages
-adds siik tajar has an alternative language
-remove devouring from tajaran
-fix changeling getting 25 points
Due to admin's decision, the station nuke is being replaced with a terminal. Pretty much porting this from the newest bay dev branch.
Other changes:
fix a messed up syndie borg sound
fixes#1308
* Fixes SQL saving of hex numbers
* Removes completed TODO-MERGE notes
* Changes one instance of Galactic Common to Ceti Basic
* Renames instances of blind.layer to blind.invisibility (as is proper)
* Fixes the SQL schema some more
* Implements pAI saving
bugfix: "Global nightmode toggle no longer affects security as was originally intended."
tweak: "Manually turning on nightmode will prevent the automatic system from turning it off."
-added an alt unathi language, at jackboot's request
-added an automatic shotgun weapon
-fixed rifles having the wrong delay when not wielded
-fixed non-lore friendly ipc limbs
-fixed #1292
-fix syndicate borgs not having the right assigned mind
Breeders now need to breathe again.
Sanity check for any gun that requires charging has been added. It's not been added to the master special_check and firing procs yet because weapons that need to charge remain fairly edge case.
Frag grenades will now never cause a hole to space, although they will cause more superficial damage, retaining their lethality.
Cyborgs, when self-destructing, will now lockdown for five seconds, announce to everyone around them that they are self-destructing, and then explode (Again, never causing a hole to space), and launch 50-100 shrapnel (1/4th - 1/2th the amount of a frag grenade. Each shrapnel is 1/3rd as damageful, and steps half as far.)
Chelms (Golem brains) can no longer be put into MMIs. Never made any sense.
rscadd: "Added a night-mode control program for the Chief Engineer."
tweak: "Changed how night-mode works internally."
tweak: "Red alert now disables night-mode."
spellcheck: "Slightly changed alert messages."
Fixes#1200
Redefine span() to be a macro. Because we don't need it to be a proc ever again.
Rebuild the .all_changelog.yml file to have Bayport stuff at the bottom (onto which we'll add our own shit from this cycle).
Rebuilt the .html file for changelogs to correspond to the above change.
Modified download programs to actually use seconds.
Update the schema
Modify player_preferences and character related tables
Readd the incidents + missing CCIAA tables to it
Fix loading
Fix saving
Make it impossible to edit character name after a while
Sanity check so you cannot enter without a valid (saved) character
Fix New Character button
Remove debug messages
Fixes#600Fixes#588
Changes:
-fix socks not showing up on the character creation menu
-add paramedic access to firelocks
-fix coffee being poison to catbeasts
-added a bunch of dakka related hardsuits modules
-adds a snowflake hardsuit, with some of the new modules, for admin bus or something
-tweaks a bit what the sec and syndicate belt can hold
-move minor changes to heavy asset protection and syndicate command loadouts
Fixes thermostats not working when set to 0 celsius.
Clamps instead of discards thermostat inputs that are out of range. So you can just type in 99999 and it'll set the highest valid value (usually 40c)
Tiny optimisation to remove a duplicate check in thermoregulation code
The long waited sock update;
Socks are being added as another underwear like option, with some exclusive ones for females. Only humans (and squish) can have them atm.
Also, I am nearly sure this will work.
Baymerge changed the attack proc, i think by removing a default value, and a lot of things broke because they weren't using the function correctly.
This proc does three main things.
Adds a default to /obj/item/proc/attack to target the chest when no target zone is supplied.
Fixes the lack of a target zone in many attack procs, properly defining it so it'll get passed to the parent, and ensure that bodypart-specific targeting works.
Removes most instances of code to retrieve the user's selected zone, and instead to use the zone passed into the attack function. saves duplication of effort.
Visual tweaks to several modular computer screens:
Standby screen: Added detail and a background, made silver, improved animation
Menu screen: Altered colours to more resemble the actual UI
All medical screens: Made a deeper blue, closer to the original medical colors.
Modified the modular computers _description file to reorganise the descriptions of programs, and to note those that aren't implemented yet. Its a lot, the bay people didn't quite finish this project.
Also, console power use increased by 20% because holoscreens are fancy and deserve it.
Adds decomposing animations for mice when dusted. They'll leave behind a little mouse skeleton
Mice and lizards will decompose to a skeleton 30 mins after death, or if dusted
Also some fixes to various small issues and runtime errors related to held mobs and supermatters.
Changes:
-added some vars that allow for more pre-set borg models, ported from the newest bay changes
-added combat module and an ert borg as admin spawn presets
-fixed syndicate cyborg
-syndicate cyborgs explode when killed now
-added a limited frag grenade launcher to the syndicate module
-fixed a lot of broken guns
-fixed the bad ert id code added by the ert update
-fixed the tactical shield to have sprites and behave properly
-tweaked even more the vending machine at sec armory
-disabled joining as actor
-enabled spess bikes, heisters get two of them and can get one via cargo contraband system
-replaced advanced advanced e-guns with energy rifles
-fixed some missing id sprites
-fix #1281
Credits for content go to Serveris. All I did was fix it up for the baymerge and got it working in-game (Yes I know zipties don't stack. I couldn't figure it out. Maybe latter.)
Ports Apollo's infraction's system, creating a permanent criminal record for every character. Every minor or medium infraction accrued over the course of a round is added to the character's permanent security record which is available at vanilla records councils. Antagonists are automatically exempt from this process, and players can exercise control over what charges they consider canon or not.
Brigging a person is now dependent on the criminal sentencing computer, which reads a person's ID and applies a brig timer automatically for the charges selected. Personnel without ID's will have to be brigged manually.
A minor project focusing on Modular computers and exosuits. Changelog is small, since most of this is changes to unreleased content
In brief:
Adds an exosuit monitor program
Fixes many visual issues with the downloader program
Tweaks Exosuit killswitch and EMP mechanics
Changes:
-ported hoodies from polaris/tg, I will place them somewhere someday
-fixed missing sec berets and badges missing sprites and being wrong at all
-fixed a lot of unecessary/troublesome code with the hos gear
-force gloves have a different sprite now
-fixed missing visible message when being hit by bullets
Undoes baymerge's changes to visible messages and fixes our previous implementation that i wrote.
Ours is much better all around.
With the changes baymerge made, they added an additional view call, and some 700 show_message calls to objects, for every single message, its absurdly wasteful.
As far as i'm aware there is no current use case for showing visible messages to objects. If there ever is a need we can implement an efficient solution with a global list of listeners
Fixes nutrition displays not updating.
Adds code support for species-variable levels of max nutrition storage, and nutrition loss. No actual variations are yet implemented, awaiting input from lore team.
Fixes all relevant static isntances of numeric literals with the max_nutrition variable
And a feature tweak: Players will now spawn with randomised nutrition levels when they join
Fixes the APC in the cargo warehouse being unpowered
Fixes two runtime errors i reported
Fixes inflatable doors being unresponsive due to a sleep. Seperating the opening code off into a spawned child process has made it much more responsive
- fixes#1235
- fixed stunbaton being borked
- fixed wrong lobby screen
- re-added nanako's changes to embedding
- remove old mosin code
- fix a small issue with the body type proc on the human species
- fixes an issue with the mounted smg
Fixes all the snowflake guns unique to our codebase with multiple firemodes so that they now actually behave correctly. Fixes a few bugs relating to computers, and updates modular_computers to use holoscreens.
Fixes runtime errors with cargo stock. Was caused by the type of armor boosts changing.
Probably fixes the issue of mobs dying when picked up. I added some robustness and safeties to it
Tweaks event probabilities, adjusting the major event distribution (rarer bears), raising some others and slightly reducing the overall chance of major events.
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.
-added BRAINOS corporate sprites
-added BRAINOS captain vodsuit sprite, with a cicler mapped in the captains office
-fixed some red sec scum decals
-removed the dumb gun help intent thing
-added rolling up sleeves
-fixed some minor things with the merge, like wrong e-pistol names, besides changing the fire-rate and flashbangs missing in sec lockers
- Fixes#1227
- Fixes#1236
- Re-add lamarr.
- Fix bootknife thing
- Fix a couple of things related to borgs
- Re-add our tator items
- Adding back all the hardsuit modules back to robotics
- Fixing a couple of missing sprites, like fireaxe cabinet
- Fixed missing computer sprites when no power
Updates the unit tests to reflect our codebase, and not Bay's.
Also disables the indentation test until further notice, because it's dumb in its present form and function. Creates more trouble than it's worth.
What is being fixed:
-messed up sec armor
-skeleton, vox and resomi being player species
-abhumans also had restrictions added until whatever should be done with them was decided or something
-fixing dionae language name
-fixing bluespace suicide and some additions/changes
-fixing random vaurca name gen thing
-fixing missing ipc chest and groin sprites
-added missing resomi hair and some new dank vox hair styles