Commit Graph
3888 Commits
Author SHA1 Message Date
ErkiandWerner ff41b92e97 Langserver fixes, vol 2 (#7401) 2019-11-15 22:42:25 +01:00
alsoandanswer 8ec8f270cb ok travis 2019-11-14 14:26:04 +08:00
alsoandanswer 5acffc2e01 span 2019-11-14 13:04:17 +08:00
alsoandanswerandGitHub 4e755635c3 Merge branch 'master' into pumpkin_head 2019-11-14 10:49:30 +08:00
GeevesandWerner a5e2c56669 Makes vamp a bit better (#7233) 2019-11-13 23:18:56 +01:00
alsoandanswer 16c435c1b1 Merge branch 'pumpkin_head' of https://github.com/alsoandanswer/Aurora.3 into pumpkin_head 2019-11-14 04:24:14 +08:00
alsoandanswer 0a4b625fe3 fuck 2019-11-14 04:23:24 +08:00
alsoandanswerandGitHub 235de471b8 Merge branch 'master' into pumpkin_head 2019-11-14 04:17:59 +08:00
alsoandanswer 17da42d377 ahh 2019-11-14 04:16:42 +08:00
AlberykandWerner 025febea72 Adds a new meat steak sprite (#7351) 2019-11-13 19:39:51 +01:00
fernerrandWerner 78c2dacbb9 Fixes the range and dropoff of some sounds (#7405) 2019-11-13 19:23:57 +01:00
alsoandanswer 2698972eca changes 2019-11-13 23:46:27 +08:00
alsoandanswer b425658bb7 pumpkin fix and sprite improvement 2019-11-13 20:56:37 +08:00
GeevesandWerner d5fffae7c8 buffs fireaxe (#7363) 2019-11-12 20:29:20 +01:00
JohnWildkinsandWerner a45025b2a4 fix raiders and also (#7377) 2019-11-09 22:59:27 +01:00
JohnWildkinsandErki b4901e0906 Sprite fixes and tweaks galore (#7374)
Fixes/tweaks:
        Wallets, lanyards, mining carts, Einstein Engines ID, and improvised sword missing sprites.
        Outlines / colors on engineering and cargo outfits, ore and sheet snatchers, atmos fire helmet and hardhats, and safety goggles.

Fixes #7371
2019-11-09 22:49:20 +02:00
GeevesandWerner 59a99a7ebf Adds Drillfall Dropper to the QM locker (#7065) 2019-11-08 21:03:22 +01:00
JohnWildkinsandWerner fc29268722 Trap Refactor (#7234) 2019-11-08 20:59:17 +01:00
GeevesandWerner d84588aec1 Adds the Unathi Kataphracts as a response team (#7345) 2019-11-08 20:47:26 +01:00
alsoandanswerandWerner a757303f96 Cool new sprites for PDAs, ID's, and cartridges (#7147) 2019-11-08 20:28:54 +01:00
DoxxmedearlyandWerner 4728303bc1 Card holders actually hold cards (#7326) 2019-11-06 18:28:42 +01:00
fernerrandErki 8ca8760c21 Replaces all instances of /turf/simulated/shuttle with simulated/wall/shuttle or simulated/floor/shuttle counterparts. (#7315)
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
    Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
    Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
    Fixed the dark shuttle corner blocks from looking weird after transit.
    A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.

This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
2019-11-04 21:59:28 +02:00
fernerrandErki 41fe688357 Removes a ripley paint kit that wasn't supposed to appear under normal circumstances (#7335) 2019-11-04 21:58:19 +02:00
DoxxmedearlyandErki fb3f222cc7 Highly-Anticipated Crayon Features (#7312)
Crayons finally have crayon dust in them. Use a grinder to get it (syringes won't work).
    Removed the "uses" var for crayons and made the number of times a crayon can be used (or chewed on) based on the amount of crayon dust remaining.
    Normal crayons contain 10 units of crayon dust. One drawing consumes 0.5 dust (for 20 effective uses. Down from 30). Taking a bite transfer 2 units to you (For five bites). So where before you could bite a crayon 4 times and still use it 30 times, now if you bite a crayon 4 times (8 units) you can only use the nub to draw 4 times (2 units) before it's gone.
    Mime crayons have 15 units of dust, rainbow crayons have 20.
    Biogenerator can produce crayon boxes now. It can already produce wax and cardboard, so this isn't a stretch. People will have to interact with hydro or cargo to get a good amount of a specific color of dust.
    Gave crayon dust colors unique flavors because why not. It's fun.
    Fixes #6284
2019-11-04 09:12:54 +02:00
JohnWildkinsandErki aa5482ca8e Antag loadout refactor, also deathsquads I guess (#7308)
all antags that previously had massive equip chains now use the outfit datum system
    commandos + deathsquad (aka Syndicate Commandos and NT Asset Protection) have been moved out of nested alert menu hell to the new ERT system as admin-spawned ERTs, they do not appear normally
    all outfit datums will now take into account backpack preferences
    made the ERT job announcement / details more obvious
2019-11-03 19:49:42 +02:00
GeevesandErki 08a5bda811 updates SM manual (#7309)
I updated the supermatter manual to include new info, a FAQ section, and the proper standard set-up we now use for Aurora. It also details how to upgrade the SMES, what to upgrade it with, and what power to set it at.
2019-11-03 19:44:19 +02:00
JohnWildkinsandErki 4fe77f4323 Utility Resprite II: Once More with Feeling (#7246)
rscadd: "Added an engineering apprentice uniform, and overalls accessories to the miner, atmos tech, chief engineer and engineer lockers, as well as loadouts. They are equivalent to webbing vests."
    rscadd: "Atmos tech lockers now start with blue hazard vests, and the wardrobe locker includes matching (non fire-safe) hard hats."
    rscadd: "Added safety goggles with a new sprite with a verb to raise/lower them. The original goggles can be found as 'safety glasses'. Both are available under eyewear in the loadout tab."
    imageadd: "Updated sprites for the engineer, CE, atmos tech, janitor, CT (incl. an alt uniform in lockers and loadout), quartermaster, and miner jumpsuits. Updated atmos fire suit sprite."
    imageadd: "New utility belt (incl. alt sprite available in loadout), hard hat, engineering beret, sheet and ore snatcher, and hydrogen ore sprites."
    imageadd: "New hazard vest sprites. Hazard vests can now be zipped up or left loose with an appropriate verb."
    imageadd: "New atmos airlock sprites, new mining, atmos, and janitorial locker sprites."

also all sprites by AmoryBlaine I just unga dunga'd the code together
2019-11-02 19:46:33 +02:00
JohnWildkinsandErki 61ec0991e3 Cyborg grabber QOL and fixes (#7201)
Tweaks:

    With the gripper, hitting the drop hotkey (Q) now drops the held item. If no item is held, the grabber is put away as normal.
    The scientific gripper can now hold slime steroids.
    The chemistry gripper can now hold paper.

Bugfixes:

    Using the drop hotkey (Q) to put away a module now correctly updates the module list interface. Fixes #4343.
    Modules relying on cyborg synthesizers (nanopaste, et al.) now cannot be used when their synthesizer charge is depleted. Fixes #1288.
    Injecting a monkey cube held in a gripper no longer places the monkey inside the gripper's internal contents. Fixes #1097.
    Cyborgs can now re-lock secured crates. Fixes #4833.
    Service borgs can no longer open a portal to infinite grass tiles. Fixes #3814.
    Clerical borgs can now browse through paper bundles held in their gripper, and can pick up taped paper. Fixes #4479. Fixes #6501.
2019-11-02 19:41:07 +02:00
GeevesandErki 12c6adbea0 CALNG (#7255)
Improved sword parry sounds.

I made the sound myself, by modifying the tray hit sound. A better sound file by an actual audio person may be incoming soon. It's uh. The one I made is alright. Improving on punchmiss.ogg isn't hard.
2019-11-02 12:37:44 +02:00
fernerrandErki 527af99001 Gives the freelance mercs headsets and a couple other tweaks. (#7290)
Gave the freelance mercs headsets. They have the common and response team channels.
    Switched their id-type to agent ones, to allow them to be edited if needed.
    Fixed the freelance merc leader's rifle being the wrong type.
2019-11-01 21:57:26 +02:00
Matt AtlasandWerner ca1e06d6c7 Adds distress beacons instead of the current ERT call (#7169) 2019-10-27 14:35:24 +01:00
JohnWildkinsandErki 9c335f6c00 Killing off inconsistencies with impact wrenches / combi-tools (#7269)
Part 1 in the "why my impact wrench no wrench bolt" saga

tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that)

essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts

I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
2019-10-26 22:20:40 +03:00
GeevesandErki cdfa04c24e Improvised Sword (#7243)
You can now build improvised swords. The hilt determines the integrity thereof, while the blade determines the damage it does.

Additionally, it also adds a var that sets whether the material item uses its material name or not.
2019-10-26 14:12:51 +03:00
Mykhailo BykhovtsevandErki ccf8d34497 Bunch of animal trap fixes (#7230)
bugfix: "Animal traps no longer can have more than one prey at a time.". Fixes #7219
    bugfix: "Traps now properly trap prey when it is thrown at them."
    bugfix: "Deconstructing trap with prey inside no longer makes prey anchored to the turf."
    bugfix: "You cannot buckle a person into a trap."
    bugfix: "You can no longer deconstruct trap with welder off."
    bugfix: "Passing throuh trap no longer traps you if it is full."
2019-10-25 13:38:47 +03:00
Mykhailo BykhovtsevandErki 23cb82a5fd Adding verb to empty Bags quickly (#7140)
Enabled verb for quick emptying of backpacks.

    Bags have a delay to empty. Which is base 0.5 second per item.

    Captain, Syndicate, Engineering, Wizard Bags have 0.8 second delay per item.

as per suggeestion thread: https://forums.aurorastation.org/topic/12927-allow-people-to-dump-out-bags/
2019-10-22 20:09:27 +03:00
Lady FowlandErki abe6e4b80b Ports Bubblegum (#7195) 2019-10-22 10:20:32 +03:00
JohnWildkinsandErki afd8e1b6e0 Cooking appliance boards, cooking and other machine fixes (#7174)
Resolves #7172. Resolves #7190.

Cooking appliances are no longer esoteric technology beyond the control of NT's finest researchers.

    Adds microwave, oven, deep fryer, cereal maker, and candy maker circuit boards for research and construction.
    Constructing, upgrading, and deconstructing microwaves and other cooking appliances is now possible. (Note, as of yet upgrading microwaves has no purpose. Will be fixed ASAP along w/ microwave overhaul)
    Oven efficiency now starts at 70% once pre-heated, to alleviate the incredibly slow cooking times at round-start.
    Oven heat loss from the door being open cut down to 1.5x from 4x.
    Deconstructing a machine now returns cable coil.
    Wirecutting a blueprint on the cable-coil stage lowers it to the 'secured blueprint' stage, requiring a wrench to disassemble instead of wirecutters again.
    Printing a smart-fridge board no longer gives you an operating table circuit board.
    Deconstructing a machine no longer displays the incorrect icon state (box instead of blueprint).
    Candy and cereal makers work again. (woops)
2019-10-21 22:20:11 +03:00
fernerrandErki 47a1b1d78f Fixes mech sounds and other sound tweaks (#7220)
Fixed mech sounds and some other sounds becoming garbled due to a random frequency being picked.
    Made gunshots and flashbangs be heard farther and through walls again and not just via line of sight.
2019-10-21 22:19:33 +03:00
ErkiandGitHub 78a5a9d2e2 Skull re-adds SOP (#7152)
SOP is re-added as a book.
    Reworked wiki-books to be easier to code and work with.
    Resprited corporate reg book to say "REG" instead of "LAW".
2019-10-20 20:05:34 +03:00
Lady FowlandErki 3c2c978ef7 Koko Bars (#7144)
rscadd: "Add's KoKo bars, a unathi themed candy."
2019-10-20 19:59:22 +03:00
JohnWildkinsandErki 185f8cd644 fix flipped PDA intercept fields (#7202)
title, fixes #7198
2019-10-20 00:22:54 +03:00
MwahahahahaandErki ac9c1769ae Accessory Flipping, Wallets, Lanyards, contractor worn ID icons, ID layer switching, custom loadout names and descriptions, manbeast, hiiyah (#7087)
Asymmetrical accessories can now be flipped! This is done through the attack_self proc (i.e., activating it in your active hand), or a right-click menu if the item already has an attack_self behaviour.
This affects:

    Stethoscopes
    All medals
    All badges
    Armbands
    Holsters
    Machete Holster
    Scarves
    TCFL ribbons
    Shoulder capes
    Sleeve patches
    Bandoliers
    Political pins
2019-10-19 00:04:29 +03:00
alsoandanswerandErki 5b72c2a074 Pill bottle update (#7121)
shamelessly stolen from bay, clicking pillbottles in hand will allow you to pour one out into your offhand.
2019-10-10 16:35:33 +03:00
OneOneThreeEightandWerner 4bd2ce6ba0 Unapologetic Security Nerfs (#6679) 2019-10-07 23:34:04 +02:00
Matt AtlasandErki 0c8ca30cb1 Fixes a dumb stunbaton log error (#7116) 2019-10-05 23:57:55 +03:00
KarolisandWerner c48e02439d More themed uis (#7102)
* Applies theming to more UIs

* Change log
2019-10-05 14:31:30 +02:00
Fire-and-GloryandWerner c8a485a97f Unapologetic hammer buffs (#7081) 2019-10-01 17:06:16 +02:00
aleksixandWerner fa036b00fd Flower crown fix (#7096)
* Flower crowns can now be made with non-vendor seeds.

* Added changelog
2019-10-01 16:57:58 +02:00
fernerrandErki 298927561b Makes the surgery tray inventory open when clicked. (#7043)
Made it so clicking a surgery tray opens its inventory, use click/drag instead to pick the tray up.
Also made the tray spill if you hit someone or throw it.
2019-09-26 23:09:18 +03:00
fernerrandErki c1ab0e6ada Some bugfixes (#7054)
Fixes #7052
Fixes #6984
2019-09-24 07:44:39 +03:00