Commit Graph

23180 Commits

Author SHA1 Message Date
Lohikar
9cb32e0653 Lighting fixes (#1886)
changes:

Fixes directional lights not obeying Face-Direction.
LIGHT_SEMI now works properly when a light is facing NORTH or SOUTH.
Fixes #1884
2017-03-06 00:30:34 +02:00
skull132
c5b9d75e34 End The Contest (#1887)
It was fun.
2017-03-06 00:26:18 +02:00
Lohikar
e2725ab4cb Computer dark visibility tweaks (#1829)
changes:

Holo-computers' displays now draw above the lighting layer, allowing them to be seen in the dark.
APCs' displays now draw above the lighting layer, allowing them to be seen in the dark.
2017-03-05 22:28:11 +02:00
Lohikar
f8e808f617 /vg/ AME port (#1831)
changes:

Ported /vg/'s anti-matter engine.
Anti-matter engine is now orderable from cargo.
Anti-matter fuel is now orderable from cargo.
Using 1 of each AM crate from Cargo, you can get 240 kW.

Note: We already have this engine in our code, this is just an update to it.
2017-03-05 22:05:57 +02:00
Alberyk
fd217ec773 Changeling updates and fix (#1765)
- Fixes #1660
-re-added old code changeling features, like non-stealthy sting and arm blades, with proper sprites this time, and shields
-changeling revive will now be only triggered when the ling wants to come back
-lings can't ling monkeys anymore
-fixed ipcs being affected by stings
-removed species transformation skill, now, using transform will turn you also into said species
2017-03-05 22:05:27 +02:00
Lohikar
5b737098d9 do_after progress bars (#1857)
Adds the do_after progress bars that were originally going to be added with lighting, but got scrapped due to PR-bloat.

changes:

do_after actions now have a progress bar.
Added a changelog for directional lighting as I apparently forgot it.
The do_after proc's required arguments are unchanged, however it now accepts the argument act_target, which allows the caller to specify what object the progress bar should appear over. Defaults to user.
2017-03-05 22:03:59 +02:00
skull132
c144720345 Fixes robotic organ surgery (#1883)
An invalid open state was stopping the use nanopaste to fix robotic internal organs. This is now fixed.
2017-03-05 19:25:18 +02:00
Lohikar
73c29bd5a7 Miscellaneous Fixes (#1868)
changes:

Engineering now actually gets engineering-type alert consoles instead of the non-functional base type.
Lighting is no longer broken by shuttles.
The ERT shuttle autoannouncer should no longer cause lighting runtimes.
Fixed some bad newlines in some character setup help texts.
Custom loadout tweaks now properly write to SQL.
Custom loadout is now saved as JSON.
Players are now shown a notice when the server was unable to load their custom loadout.
Drowsyness is now clamped to zero.
Added some new tips to the example.
Tweaked some tips' grammar.
Removed some tips that do not apply to our code base.
Probably fixes embraced vampire thralls not getting vampire verbs.
Fixes #1844.
Fixes #1835.
Probably fixes #1687.
Probably fixes #1824.
Fixes #1839
2017-03-05 15:14:28 +02:00
BlueNexus
90b8a18594 A circle is 360 degrees (#1882)
Just in case you weren't aware.
(Bugfix)
2017-03-05 12:27:25 +02:00
NanakoAC
3080c20428 Diona fixes and Tweaks (#1871)
I'm currently in bugfixing mode to prepare for next update. This PR is a package of fixes for some outstanding issues related to diona that have caused complaints, and a few minor tweaks.

Fixed diona not having a mouth. This wasn't intended, even in bay. It was caused by a fuckup with typing order. Although there were hacky fixes i could do, i opted for the most correct fix, which was re-pathing all diona external organs to be /obj/item/organ/external/BODYPART/diona, whereas before they were /obj/item/organ/external/diona/BODYPART

This approach is the most flexible and future proof. Having all heads behave properly as heads is more important than having base behaviour for diona organs. That can be handled with vars and flags. This did involve duplicating quite a few vars to all that were part of the main class, but its worth it.

Rebalanced Plant-b-gone, requested repeatedly by garn. In general it got heavily nerfed, but carefully tuned. It now slightly outdamages a diona's base regen rate, but not by much. Reagent permeability is also factored in now so equipment can protect against it. Some radium treatment will make it a non issue

Also increased the click cooldown for spraybottles used on mobs. it was pretty broken at 4 dc.

Fixed nymphs getting Tau Ceti Basic for free upon evolving. Now they'll only have it if they had it as a nymph. (this doesnt affect diona that directly join as gestalt)

Added another ear slot for diona, so they can wear two headsets, or a mouse. Often requested

Adjusted diona air consumption. They have a mechanic whereby they consume gases from the environment for nutrition. Ive just made this actually remove said gases. Consumption is significantly below the rate of replacement so it wont be an issue anywhere with a vent, but they can cause air alarms if they hang around too long in an unventilated room.

Fixed a devouring bug where a creature could get stuck marked as devouring something (but not actually doing so) and be unable to start devouring it. Instead of rejection, trying to devour something you're already eating now cancels.
2017-03-05 02:07:37 +02:00
Lohikar
7bc62acb6e Pooling fixes (#1866)
Fixes some bad arguments on getFromPool calls that were causing things to not work correctly.
Fixes #1800.

Damn you butterfly effect.
2017-03-05 02:05:14 +02:00
Lohikar
5320d6af3e IPC Lights (#1846)
changes:

IPCs now emit a weak light based on the color of their screen.
The system for making species emit light is modular, and Shells+HKs have been excluded from light emission.
2017-03-05 02:02:03 +02:00
Lohikar
97856e8735 Improved scheduler (#1864)
changes:

Rewrote scheduler to use a sorted linked-list to store scheduled tasks so that only one element needs to be checked if none of the tasks are ready to fire.
Scheduler now checks tasks every 2 ds.
Adding tasks to an empty scheduler or tasks that are triggered after any existing tasks is fast, but adding tasks that trigger between two existing tasks requires iterating through some of the task list.

It's no addtimer(), but it's something.
2017-03-05 02:01:06 +02:00
printer16
44cb24e4cb Fixes #1841 (#1849) 2017-03-05 00:12:05 +02:00
Lohikar
2080e40183 Merge with development 2017-03-04 15:58:56 -06:00
Lohikar
4aeab0d6ce Improve asteroid generation performance 2017-03-04 15:45:01 -06:00
Alberyk
9931c46312 Event locker fixes (#1851)
Fix some minor issues with the sol outfit closes.
2017-03-01 23:15:18 +02:00
LordFowl
e00ba48c8f SolRep Uniforms (#1856)
After discussing it with Jackboot, I have decided to give the SolRep their own uniform. In an attempt to differentiate them from the captain, I created a new uniform sprite based off of the US Navy Dress Blue uniform.

Since SolRep's and their alternate title of IAA are very different, I decided it would be best to spawn all of the SA gear on the SolRep specifically, so that the IAA doesn't get greedy with a locker.

The SolRep now spawns with:
A regular pair of sunglasses.
A Lieutenant Sol Navy dress uniform
A Navy cap
Laced dress shoes
A ceremonial sword

They no longer spawn with a briefcase.

I also switched the sprite of the Marine dress cap and the Navy dress cap, because I believe that they better match their source this way.

I also renamed the dress whites uniform to be Sol Navy Commander Dress Uniform, and the Dress blues are Sol Navy Lieutenant Dress Uniform. This is to me the best way to convey rank without creating a whole new insignia accessory.
2017-03-01 08:22:59 +02:00
skull132
9823371e1a Fix whitelists for antag event
Whoever thought that using strings in this, and not var/flag, deserves to be shot.

Hardcoded strings are godawful.
2017-02-28 12:42:08 +02:00
Alberyk
711bbef2b0 Antag contest week event (#1834)
* Update carp_migration.dm

* Add files via upload

* Update sol_items.dm

* Update sol_items.dm

* Update captain.dm

* Update civilian.dm

* Update sol_items.dm

* Update baystation12.dme

* Add files via upload

* Update carp_migration.dm

* Add files via upload

* Add files via upload

* Add files via upload

* Update sol_items.dm

* Update civilian.dm
2017-02-28 00:15:31 +02:00
Alberyk
4991b0e9b1 Custom items 26/02 (#1843)
Adding the following items:

Family Beret - Kar'lan Sel'ler - toasterstrudes
Tajaran Service Uniform - Guskov Andrei - fireandglory
Siik'maas-Tau Ceti Basic Dictionary - Zhilin Vadim - fireandglory
Emergency Response Team Duty Jacket - Fai Sinsa - soundscopes
Old Tajaran Nobleman Suit - Faysal Al-Shennawi - alberyk
Prosthetic Vaurca Eyelids - Ka'Akaix'Ghoz Zo'ra - sleepywolf

Removed:
Clement Beach implant at player's request
Vittorio Giurifiglio arm band, because item was turned into a custom loadout option due to the owner and players requests
2017-02-26 22:19:00 +02:00
printer16
d97afa0bee Small Changes (#1836)
devices and tools.dm ~Advanced pinpointer added
implant.dm ~loyalty implants melt when EMP'd
nuclear_bomb.dm ~ code goes to delta when activated
microwave.dm ~ Fixes #1668
lockbox.dm ~ medal box added
exodus-1.dmm ~ medal box added
storage.dmi ~ medal box icon added
advanced pin pointer was 25 but after talking to some people they said 15 is better, I don't know though
2017-02-25 22:13:02 +02:00
Lohikar
dceacd805b Directional lighting tweaks (#1833)
changes:

Flashlights now default to LIGHT_WIDE directional lighting.
Glowsticks, Lamps, Flares, and Slime Cores use LIGHT_OMNI.
Maglights use LIGHT_NARROW.
Heavy-duty flashlights use LIGHT_SEMI.
EVA suits default to LIGHT_WIDE.
Lanterns use LIGHT_OMNI, as well as now having a more appropriate light color.
Floodlights use LIGHT_WIDE, as well as having a more appropriate light color.
Synthetics default to LIGHT_WIDE. (including drones)
Added some predefined light_wedge values to the lighting defines file.
Fixed some bad angles that screwed up north/south lights in some cases.
2017-02-25 22:12:13 +02:00
NanakoAC
dc951d6261 Cooking and Smallmob tweaks (#1825)
Just an assorted package of little things:

Scales down the deep fryer, reducing its power usage, oil reservoir and cooking containers. Should help with complaints about power usage

Fixes up numbers so that cookers heat up in 15 minutes as intended

Adjusts the normal size of all conbination cooking items, so its harder to reach crazy sizes

Removes some debug messages

Fixes user not being populated in get_scooped procs, which was preventing the special "X climbs onto Y" message from appearing when a mouse drags themselves onto a human

adds passtable code to girders and empty machine frames, allowing small mobs to crawl over them and projectiles to sometimes (50% chance) pass over
2017-02-25 22:11:08 +02:00
Lohikar
3e11117a2f Use BLEND_MULTIPLY for area overlays (#1826) 2017-02-24 22:19:13 +02:00
Lohikar
8c6a2a84a0 Algorithmic Directional Lighting (#1726)
This is similar to #1722, but it uses a bit of math to allow explicit setting of the angle of light.
Pretty much complete, although no lights have been updated to use directional lighting.

Features:
Facing a wall with a directional light results in darkness - light is not emitted on own tile.
2017-02-24 21:43:22 +02:00
AgentWhatever
70912e9b1d Hatch fix, sleek medbay icons, icon selection update (#1782)
Added a chemistry and surgery varient of the sleek cyborg icons
Fixed that annoying issue with the open cyborg hatch witout battery
having a random pixel
Medborgs can now choose sleek medic or chemist and drone medic or
chemist
Rescueborgs can now only select either one sleek or drone icon
Fixes #1773
2017-02-24 20:25:06 +02:00
Lohikar
65e0f3de97 Simpler lighting process, bug fixes, & modular computer tweaks (#1809)
Fixes #1806
Fixes #1730
Fixes #1747
Partially addresses #1763
Addresses #1283
Fixes #1799
Fixes #1816
Fixes #1813
2017-02-24 20:24:31 +02:00
Ryan784
a52092b294 Fixes #1789 and most alt-clicking related bugs (#1808)
Fix for the alt-clicking related bugs; users being able to alt-click and
have it work regardless of distance.
2017-02-24 19:30:09 +02:00
Alberyk
54b64c3688 Loadout fix and virus immunity additions (#1804)
-changed some things on the tweak path loadout to avoid runtimes
-fixed some species being affected by virus when they should be immune to them
-fixed being able to miss when firing point blank
-tweaks a bit more the corporate safe contents
-moves some clothing objects to the proper place and fixes some names
2017-02-24 19:12:16 +02:00
LordFowl
76a891930e Bugfix Bonanza + Z-code and stuff. (#1819)
* Bugfix Bonfire #1

* Bugfix Bonanza #2

* BigBomba

* Banner.dmi

* Fixing Cyborg spawn

* Re-enabling asteroid gen
2017-02-22 14:42:49 -05:00
Lohikar
2945dc9f0d Do the thing (#1812) 2017-02-20 12:34:24 -05:00
LordFowl
4b7270230c Asteroid generates (#1803) 2017-02-18 16:34:58 -05:00
Alberyk
14e6450be7 New map events changes (#1793)
* Removing drones and space dust

Drones will be replaced with something else, probably a similar mob but with another theme, dust is being disabled for some reasons

* new meteors types

* Update meteors.dm

* Update Space Station 13 areas.dm

* Add files via upload

* Add files via upload

* Add files via upload

* Update baystation12.dme

* Update carp_migration.dm

* Add files via upload

* Update meteors.dm

* Update event_container.dm

* Update event_container.dm
2017-02-17 14:43:58 -05:00
skull132
9a2445dc69 Merge branch 'master' into development 2017-02-17 12:16:49 -05:00
Alberyk
539be7f192 Fixing broken magic missiles, corrupted form and rev/cult tweaks (#1766)
-fix magic missiles not working
-corrupt form should not strip the wizard, should last longer and the fully upgraded form was buffed
-heads of staff, except implanted ones, can be converted to rev now
-cultists gets the cult language
-loyalty implants will stop rev convertion
-probably fixed ai and cyborgs being selected as cultists and getting access to aooc
- Fixes #1777
2017-02-17 20:15:10 +02:00
NanakoAC
6e16ad88ff Nanako's cooking rework (#1743) 2017-02-17 20:08:45 +02:00
Ryan784
bc8f9a519e Bug Fixes (#1772)
* Fixes #1769
pAI's can no longer drag people, only items with w_class of 2 or lower
(small items).
* Fixes #1756
No longer makes welding sound when an "off" welder is used on an APC
frame.
* Fixes #1746
Fixes the bug; however, I'm unsure of the repercussions of using
* Fixes #1605
Grab intent can now be used to put people into sleepers.
* Fixes #1703 and updates Sleeper code
Updates the sleeper code.
Broken syringes for Medical Borgs will now be repaired the cyborg
charging station.
* Fixes #1592
Pills created in a Chemmaster loaded with a pill bottle will now go
directly into the pill bottle, provided there is enough space.
2017-02-17 20:07:42 +02:00
LordFowl
b3ac21c52c Fix organic shell legs (#1792)
Fixes #1657
Fixes #1711
2017-02-17 20:06:31 +02:00
Lohikar
a50d0a8390 Machinery performance tweaks (#1744)
changes:

Machines' process() has been separated from auto_use_power().
Lights no longer process() and instead use auto_use_power() for power calculations.
Computers that didn't really need to process() no longer process().
Airlocks now use the scheduler to auto-close instead of process()ing.
Fixed a bug where clicking on an AI Status display to set its status did not work.
2017-02-15 22:07:47 +02:00
NanakoAC
aba694af6c Lighting Balance Pass (#1724)
Tweaks diona values on all lights, and range/power on a couple

Also adds a slightly dimmer sprite for tube light fixtures that they switch to during night mode. To reduce the incongruity from having a bright tube putting out very little light
2017-02-14 21:50:45 +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
LordFowl
3e59e4c055 Spawning at the Odin (#1762)
Latejoiners will spawn at the Odin, in an elevator shaft in a segregated section of the station away from round-end.
Latejoiners will spawn in civilian clothes equated to their paygrade. (List currently is extremely rudimentary.)
Latejoiners will get their implants activated, their departmental memories inserted, and their equipment delivered by the auto-locker machines. It is at this point that they will be announced to the crew.
Latejoiners will then proceed to the arrivals shuttle. As soon as any living being steps on the shuttle, it will begin counting down to launch in 30 seconds. If there is no living being on it when it is about to launch, it will cancel.
The shuttle will be in transit for one minute. When it arrives it will wait a minute, and then attempt to launch back to the Odin. If there are any living beings on it, it will cancel, announce this to the crew, and then try again in another minute.
Anyone who remains in the spawn area for longer than 15 minutes will be despawned if they're SSD. If they are not SSD they will be teleported to Aurora's cryo. If Aurora's cryo is somehow destroyed they'll be despawned.
Spawning area itself also has its own cryo, if for whatever reason that is needed.
2017-02-14 11:52:48 +02:00
Alberyk
2ac3771ad1 Fix the ccia headset having the wrong key (#1759)
-fix wrong ccia radio key
-fix messed up bike messages
2017-02-12 19:07:46 +02:00
skull132
59cedff4b9 Merge branch 'master' into development 2017-02-12 11:55:38 -05:00
Fire-and-Glory
66466c8d89 Adding Hijab's, a variant of the robe, and alien ninja-suits (#1738)
Just adding contained sprites and code for Hijab's and a differently sprited and described variant of the robe Jackboot really liked a while back.

Hijabs (probably) came from Bay, thanks to Alberyk for handing off the robe sprites months ago.

Nanako told me it'd be a good idea to put both the variant and the original robe sprites into their own contained sprites, but I'd probably need to mess with custom-loadout for that and Alberyk already has a PR for that, so, yeah.

EDIT:Also alien ninja suit sprites, yay.
2017-02-12 19:08:55 +02:00
Werner
d1b43f6d44 Mining runtime fix (#1757)
* Check if the console is set before processing the stacking machine.
If the console is not set, the stacking machine deletes itself (as does the console if it cant find the stacking machine in the specified direction)

Signed-off-by: Werner <werner@myhomenet.at>

* Change default direction

Signed-off-by: Werner <werner@myhomenet.at>

* Correctly maps in the processing machine console

Signed-off-by: Werner <werner@myhomenet.at>
2017-02-11 13:53:05 -05:00
Alberyk
d0997ee6a2 Beastmen claws, armor changes and fashion update (#1699)
-return claws to their old damage
-added ballistic, ablative and mercenary helmets, placing them in the armoy and merc base
-tweaked some things with some clothing items, like name and pockets
-added scarfs as an accessory, available in the loadout
-added pants, also available in the loadout
-moved some things out of the armor.dmi to where they belong
-move all hats and armor from the security jumpsuit dmi file to the their right places
-moved the tunnel cloak to the xenowear section
-fixed missing heavy vests at the merc base and the missing book scanner at the library
2017-02-11 17:34:41 +02:00
NanakoAC
11a01c0be6 Juggernaut Buff (TEST-MERGE) (#1702)
Result of observing a cult round today, where an outnumbered cultist in a corner managed to create a juggernaut, only for it to be unceremoniously gunned down by a detective with a laspistol.

Me and garnascus agreed these things are far too weak

Increases their health from 250 to 400
2017-02-11 15:39:59 +02:00
NanakoAC
11550748f7 Laser Rebalance (TEST-MERGE) (#1701)
This PR reduces the damage of most normal lasers by 25%, down to 30 per shot. Pistols are reduced slightly more, to 25 per shot.
In addition it also strips or reduces armor penetration in most cases.
2017-02-11 15:39:26 +02:00