Commit Graph

23525 Commits

Author SHA1 Message Date
Alberyk
fe151484de Hardsuit tweaks, tech levels fixes and pAI EAL addition (#3099)
-removes the plasma cutter from the ce and eva's suit, replacing it with a drill that fills the same purpose of the old plasma cutter
-adds more access restriction to the rigs as whole
-adds actuators to the terminator rig
-adds the cmo labcoats to the locker
-fixes #3097
-fixes #3098
2017-07-19 13:41:39 +03:00
Juani2400
e38b75b2a7 Map fixes and modifications; new "Command" directional sign. (#3093)
Fixes: #3089,
fixes #3085,
fixes #3081,
fixes #3074 (should),
fixes #2988,
fixes #2907,
fixes #2749 and
fixes #2631.
- Fixes a variety of other bugs and issues that were not reported in the Github.
- Modifies the Warden's Office, Security Desk and Captain's office to different layouts. These do not include structural modifications.
2017-07-18 12:25:46 +03:00
skull132
97817469d2 Fixes #2978 and #3084 (#3086)
Fixes #2978
Fixes #3084
2017-07-18 12:22:52 +03:00
AgentWhatever
b39c6b61c7 Fungi memes (#3080)
Because people like moondancer like to complain on how things sound.
Now everybody can be happy and not worry
2017-07-18 12:22:37 +03:00
Lohikar
8fcad605ee More icon caching (#3078)
changes:

Human-type hair (facial & head), eyes, and lips are now cached in SSicon_cache.
Underwear, undershirts, and socks are now cached in SSicon_cache.
Removed forced icon regen for update_body - if this actually did anything, the cache key for these icons needs to be made more detailed.
Organs now fully use SSoverlays to apply overlays (previously they partially used it, which may have caused bugs).
A couple of hair styles (bald, shaved) are pretty common, so this should remove/reduce the overhead of constantly regenerating their icons. Also means that BST's icons only really need to be generated once.
2017-07-18 12:22:01 +03:00
Lohikar
ca69dbd527 Better unit test running (#3076)
Refactors unit testing into a subsystem fully & adds tick-checks.

Might fix timers crashing Travis all the time.
2017-07-17 01:42:03 +03:00
skull132
f6c6743956 Fixes #3071 (#3075)
Even in death, Nanako is caught by the butterfly effect.
2017-07-16 22:03:41 +03:00
Ron
ef582313d1 Removes some unneeded debug logs (#3070)
Removes some unneeded debug logs.
2017-07-16 21:57:52 +03:00
skull132
8179a7fc74 Fix a sleep in human life. 2017-07-16 20:53:32 +03:00
skull132
d765f2e808 Fixes #3063, #3064 (#3069)
Fixes #3063
Fixes #3064

Makes the asteroid area equivalent to the space area: cannot be powered with an APC, an APC cannot be placed there, and blueprints will allow you to create new areas there. Also tick checks a blueprint proc which caused the lag in the first place, just for future reference.
2017-07-16 20:46:01 +03:00
skull132
0fc67f2cb9 Remove a whole bunch of in world loops and rework machinery global lists (#3053)
Removes a whole bunch of in world loops.
Reworks SSmachinery to hold two lists: all_machines and processing_machines. all_machines contains all machines 5ever. All of them. Literally. Forever. And ever. processing_machines only contains machines that process with the SSmachinery controller.

I checked most types at runtime on the live server to see whether they're in processing_machines or in all_machines, and did debug to ensure that most machinery ends up and stays in all_machines.

Includes a basic UT to make sure all mapped in machinery types remain within the all_machines list post-init.
2017-07-16 20:32:33 +03:00
AgentWhatever
8868510fb3 Agentwhatever sprite capitalization fix (#3067)
Removed another typo by me by removing capialization in borg icons all together.
Fixed two borg sprites never getting their eyes due to typos.
Brought order to the robot.dmi file.
2017-07-16 17:31:16 +03:00
MarinaGryphon
9eb0142bfb Fixes #3054 (#3056)
This was an incredibly easy fix that removed some stupid code I never should have had to fix. >:(
Hoists should be fixed when this is merged (and if this compiles, given my apparent coding skill).
2017-07-16 15:33:42 +03:00
Alberyk
ac5b4ea055 Food, hair and grammer fixes (#3058)
Fixes #3051
Fixes #3055
Fixes #3057
Fixes #3061
Fixes some food having no taste, also fixe cheese tasting like meat and other minor things like grammar.
Removes the ,45 magazine from the warden's locker, and give them a helmet to match his armor
Fixes a missing window at the main central level
Fixes a messed up hall at central command
Adds a small room for interview for the ccia in the odin, that was left out due to map issues
Adds the captain chair overlay that I forgot to add way back
2017-07-16 11:56:13 +03:00
Lohikar
4e0057daa0 Minor storage & SSair init fixes (#3049)
changes:

Storage objects can now defer shrinkwrapping of contents until the next stackframe if things are being put in them without using fill() (such as autodrobes & BSTs)
SSair init properly yells at the admins when it's done.
2017-07-16 02:06:00 +03:00
skull132
d55a9bc42a things 2017-07-16 01:34:49 +03:00
Juani2400
eada24e300 [Newmap] Map fixes + Maint. Access for all Heads. (#3043)
Fixes a few very minor bugs.
Fixes the damned airlock in Xenoarcheology.
Adds maintenance access to the Research Director, which was the only remaining head without access.
2017-07-15 23:11:23 +03:00
Lohikar
1b0995e25f Make storage objects a bit saner (#3042)
changes:

Storage object overlays are no longer force-compiled during mapload, since people can't look at them at that point anyways.
Storage screen objects now involve (hopefully) no appearance-churn and use types better.
Added profanity to storage code.
2017-07-15 22:34:37 +03:00
skull132
7a63a918c4 Mining flags into light beacons (#3039)
Turns the mining flags into light emitting beacons. This is for added ambiance and to make them more useful in the not-at-all lit asteroid of Nümap. They can now be used as waypoint markers!

Preview: https://kama.skullnet.me/index.php/s/E9ko2agfntCCamA
2017-07-15 21:57:53 +03:00
MarinaGryphon
ca7567d81e Fixes #2888 (#3038)
Since I'm sure people could come up with reasons any preset should have a file manager, I added it to all of them. Could undo it later, but it goes well with, say, the Relay program that lets you save (and view!) logs, as well as CERTAIN ROBOTICISTS (and mechatronic engineers) that like to put their forms on the computer.
2017-07-15 21:55:12 +03:00
skull132
6de4ff99f5 Fixes #1616 (#3041)
Inventory code: 0.
Skull: 1.
2017-07-15 21:54:53 +03:00
MarinaGryphon
02a12bcb02 Fixes #258 (#3040)
Fixed #258, in my current testing.

I don't know why I didn't do this earlier.
2017-07-15 21:54:27 +03:00
MarinaGryphon
f04baf71ac No more multi-Z grabs, + ladder grabbing (#3025)
Grabs break if the mobs aren't on the same Z level. You also take someone you're grabbing up ladders with you.
2017-07-15 17:03:37 +03:00
skull132
b4a34d27f9 Since < 511 is no longer supported, I nuked all of the refs to it. (#3037)
With the introduction of PR #3023 , 510 and lower are no longer supported. So I removed all compile time defines that were meant to allow for its support and bumped the compiler error guard.
2017-07-15 17:03:24 +03:00
Ярослав
4e8ee11c6e Robotics module packs overhaul (#2880) (#2949)
Reposting from PR #2880 because of branches conflict

Finally did find a way to add blueprints to construction cyborg. Engineering cyborg modules are now more related to construct things inside of an area, while construction cyborg is now have all tools which might be needed to create new areas (+APC's, air alarms and such). A bucket and a matter decomplier to a janiborg.
Maint.drones did receive their wires limit being lowered from 30 to 15, wood and plastic dispensers capacity is multiplied by 2, and a standart engi module pack is now contains 45 wire length instead of 30
2017-07-15 16:25:44 +03:00
Alberyk
2f949ecb45 Ports baystation armor system (#2954)
Ports Baystation12/Baystation12#12658

Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant.

Also, uranium meteors will irradiate nearby people when they explode.
2017-07-15 16:24:03 +03:00
Lohikar
41e39f52d1 Wall Icon Refactor (#3023)
changes:

Atom types can now define custom adjacency code for the smoothing system.
Walls now draw using the generic icon smoothing system.
Walls now pre-bake colors into their icons instead of doing it client-side with the color var.
Walls can now use the SSoverlay appearance cache; wall icon updates should be faster.
The "rusty" wall type now actually works.
Smoothing now uses mutable_appearance instead of image in some places.
Should be a bit easier on clients, though I haven't done profiling.

This PR breaks 510 compatibility.
2017-07-15 16:22:21 +03:00
Alberyk
1bda977ae7 Makes the cavern dweller more interesting. (#3029)
Adds an unique type of meat to the cavern dweller, with hyperzine, giving people a reason to hunt them down like carp. Also, replaces the old sculping block sprite with one that shares the same color of our mineral walls.
2017-07-15 16:21:42 +03:00
Alberyk
e69f54789e Adds wielded sprites for some guns (#3032)
Adds wielded sprites for the assault rifle, bullup carbine and the AM rifle. Empty sprites for some pistols and also fixes the decloner dealing no damage at all.
2017-07-15 16:21:24 +03:00
MarinaGryphon
830a4edc66 Catwalk hoisting and other fixes, take two (#3031)
Unanchored catwalks can raise and lower objects on them.
Mechs can be hoisted using catwalks.
forgive me for i have sinned
2017-07-15 16:20:41 +03:00
Lohikar
89b2a3d534 Fix a parallax runtime (#3033)
Fixes #3011.
2017-07-15 16:18:58 +03:00
Alberyk
31e0b1540f Station name for real now. (#3035)
Change the station's name to fit better the starff's decision.
2017-07-15 16:18:14 +03:00
Alberyk
e6349f7f8b Adds more new hair (#3028)
Adds more hair and facial hair options, all from bay station.
Fixes #2979
2017-07-14 20:09:39 +03:00
Lohikar
b5472e50f4 Convert a fuck ton of machines to Initialize() (#2985)
Needs testing, but shouldn't break anything. Also adds Destroy() to the SMES base class.
2017-07-14 20:08:59 +03:00
MarinaGryphon
12ccc4e7a7 Attempting fixes for some hoist bugs. (#3027)
Hoists now release hoistees if they wriggle out somehow. Shouldn't happen anyway, but consistency_check should handle any odd shenanigans.
Silicons should be able to be hoisted. Buckling wasn't anchoring them, for some strange reason.
Fixed a bad message, where [user] was used instead of [usr].
You can't directly unbuckle people from hoist hooks.
2017-07-14 19:55:14 +03:00
Ron
0f518d7a87 Crew monitoring program fix (#3026)
Fixes an issue where the crew monitoring map would say it was unable to connect to TCOMs when there was no one with suit sensors on but it could still connect to TCOMs.
2017-07-14 19:49:51 +03:00
Lohikar
687e56a8e0 Replace a bunch of overlay calls (#3005)
changes:

Converts a bunch of manual overlay manipulation to SSoverlay calls.
Moved more cache lists to SSicon_cache.
2017-07-13 21:12:53 +03:00
Alberyk
12bfdd2f79 Fixes foods not having the right tastes (#3019)
I forgot to do this in my old pr tastes, also includes changes from #3017.
2017-07-13 21:04:31 +03:00
Lohikar
216039eb2e Add weakrefs, because just two types of ref wasn't confusing enough (#3020)
Ports a new type of reference from bay: weakrefs.

They validate type like hard-refs, but don't block GC like soft-refs. Performance-wise are worse than both, but generally more convenient than softrefs.
2017-07-13 21:04:19 +03:00
Alberyk
c3fe2cf871 tweaks human/electrocute_act (#3022)
Reduces the damage taken from shocks, so people won't be husked by bumping into any airlock. Also adds the features of human/electrocute_act to the human proc, so, there is no need to call the carbon proc.
2017-07-13 21:02:35 +03:00
Lohikar
5876fa338c Better timer debug (#2968)
Ports improved SStimer debug logging from /tg/ + adds a bit of extra info.
2017-07-12 02:45:02 +03:00
Lohikar
617ace5609 Update globals (#3014)
Updates the garbage-debug globals list.
2017-07-12 02:00:07 +03:00
skull132
8495fdd084 Runtimes, 10JUL2017 (#3003)
Nukes a couple of RTs:
2017-07-12 00:15:11 +03:00
Lohikar
670834cf2b Port a mergeSort fix from /tg/ (#3012)
Port of tgstation/tgstation#27527.
2017-07-11 23:55:09 +03:00
Lohikar
5fcb59e23f Sort the hair lists (#3013)
Makes the various hair style lists sorted alphabetically for usability's sake.
2017-07-11 23:54:52 +03:00
MarinaGryphon
ebd50a8e00 Falling In Reverse: Hoists Update (#2573)
Adds hoists! Traverse Z-levels in style!
Use a hoist kit to deploy it on the same tile as you, in the direction you're facing.
Drag an object or mob to the hoist clamp in order to attach them to it.
Left click on a hoist to move up or down, depending on its current direction. This will also pull anything attached to the clamp along with it.
When the clamp is blocked and can't move up or down further, it will automatically switch direction.
To disconnect someone (or something) from a clamp, drag the clamp to the tile you want to put them on. It must be within one tile of both you and whatever is attached to the clamp.
When you're done using a hoist, you can collapse it back into a hoist kit with the Collapse Hoist verb, for easy transportation.
Hoist kits are not available on the map, so they have to be spawned in.
It is preferred to use hoist kits instead of directly spawning a hoist, where possible, when testing.
2017-07-10 21:32:26 +03:00
inselc
3e184c4eaf Bugfixes: Dronesay and Underwear/Socks in Character Setup (#2992)
This PR contains bugfixes for:

Drones being able to transmit empty messages when talking in local drone chat ("dronesay")
A possible runtime in dronesay, caused by a null-reference in player_list, or a mob not having a client
Underwear and Socks selection in Character Setup breaking when switching genders.
Character loadout is now sanitized each time before it gets displayed. Invalid selections will be reset to "None", when changing the character's gender.
2017-07-10 20:13:02 +03:00
Lohikar
df2c571647 Convert a rogue area/New() to Initialize() (#3001) 2017-07-10 20:10:14 +03:00
Lohikar
606a9c7541 Icon caching & human icon tweaks (#3000)
changes:

Body marking icons are now cached in SSicon_cache.
Renamed the body-hair cache (used only by Resomi) to make it more clear what it is.
Humans now use SSoverlay for applying overlays, though they force-compile instead of waiting for it to tick.
Fixed a bug where getFlatIcon() did not work properly with SSoverlay overlays.
2017-07-10 20:09:52 +03:00
Alberyk
97d2a54ee4 Fixes canes (#2996)
Canes and concealed canes have the same size, also fixes and re-adds their old update icon proc. And also, probably fixes beepsky attacking the hos dog.
2017-07-10 20:08:54 +03:00