Commit Graph

3036 Commits

Author SHA1 Message Date
Alexch2 02be7f7908 Fixes large crates acting like lockers (#37707)
* Fixes large crates acting like lockers

* removes forgotten comment

* Adds Cobby's suggestions, and makes the description more useful. Also improves feedback when using the wrong tool.
2018-05-12 14:41:41 -07:00
Tad Hardesty e8304c12ac Merge pull request #37760 from YPOQ/stackfix
Fixed stacks sometimes having the wrong amount if created on another stack
2018-05-10 23:23:51 -07:00
YPOQ 2b141c3e39 Fixes new stacks getting merged before the stack size is set 2018-05-08 22:20:56 -06:00
deathride58 cdf36c2c6f adds ambient occlusion as a client preference (#37406)
ambient occlusion is a shading technique that simulates how light behaves in the real world, where areas that aren't directly exposed to light tend to receive less lighting. In 3d rendered scenes with ambient occlusion present, this can easily be seen in corners and other crevices in geometry, and can also be visible when two objects are close to one another.

cl deathride58
add: Added ambient occlusion. You can toggle this on or off in the game preferences menu.
/cl
2018-05-08 10:06:44 +12:00
vuonojenmustaturska 5df365d5b1 Merge pull request #37676 from AverageJoe82/electric-grill-engine
Prevents electric grills from mass producing lightning through exploits
2018-05-06 15:03:43 +03:00
vuonojenmustaturska 891f74ead8 Merge pull request #37680 from kevinz000/patch-498
Improves skittish code
2018-05-06 15:02:20 +03:00
kevinz000 8a2b086bf8 dupe fix 2018-05-05 07:18:26 -07:00
kevinz000 edda75b628 skittish 2018-05-05 07:16:58 -07:00
Trevor Serpas 12a4b9944d stops electric grill engine
makes it so that grilles must take damage to produce lightning.
2018-05-05 02:44:34 -05:00
ShizCalev ba1030f803 Makes more messages pronoun sensitive (#37582)
* Makes more messages pronoun sensitive

* Some cleanup

* more pronouns

* rever
2018-05-03 18:45:55 -04:00
AnturK 4c5a43eeb8 Prefix for item flag slot defines. 2018-04-27 10:30:48 +02:00
Fox McCloud 057aa31cda Kills off /obj/item/device (#37297)
* Kills off /obj/item/device

* whoops

* whoops

* Fix
2018-04-23 15:00:23 +02:00
AnturK f094192e34 Fixes falsewall letting through air. (#37306)
* Fixes falsewall letting through air.

* define
2018-04-22 20:16:18 -04:00
ShizCalev 0606fcf417 grunge airlock 2018-04-13 09:05:41 -05:00
kevinz000 ab993a117a Component Storage, Experimental attack_hand and [ui_]interact() refactors (#36696) 2018-04-12 14:46:14 +03:00
kevinz000 c66bdaf4a2 Fixes interaction memes (#37122) 2018-04-11 21:10:03 +02:00
Tad Hardesty 80570931d1 Fix various macro consistency problems (#37092) 2018-04-11 13:20:57 +03:00
Bjorn Neergaard d7966ced09 Use a rust DLL for logging (#36858)
By moving our logging to a DLL we see a drop in CPU/real time of 2-3 orders of magnitude. This is due to BYOND opening and closing file handles on every write, causing incredible amounts of unneeded overhead. The logging library also handles timestamps for us, further increasing performance gains.

This library will also allow for further offloading in the future, such as completely replacing file2text() and friends.

A pre-compiled DLL is bundled, but Linux users will have to compile manually. Directions can be found at the rust-g repo.

Log output is enhanced with millisecond time stamps:

[2018-04-01 15:56:23.522] blah blah blah

This includes runtimes as well, which benefit from the same timestamp improvements and no longer have hacky splitting code to add their own timestamps.

Log shutdown is handled in a dedicated proc called as late as possible, as rust-g integration expands this will be factored out into a generic native code shutdown proc.
2018-04-11 10:01:31 +12:00
Jordan Brown 9b6a332a1c Merge pull request #36956 from vuonojenmustaturska/anchorbin
Fixes trash bin wrenching message
2018-04-06 10:08:10 -04:00
kevinz000 0c27e227cc Latejoin Silicons (#36560) 2018-04-05 10:09:52 +02:00
Armhulen c45a98e559 podpeople, wishgranter victims, and clones no longer get 0 as one of their affixes (?) (#36733)
* yeeeeeeeeeeap

* i turned myself into a commit morty!

* I'M COMMIT RICKKKKKKKK

* tinydwarfy was an inside job

* *reels in pain* you KNOW I DON'T LIKE PISTACHIOS

* WOO
2018-04-04 11:11:31 +12:00
John Ginnane ff20954971 Fixed sometimes using items on full storage items (#36711)
* Fixed sometimes using items on full storage items

* Removed redundant code and fixed spray being used on container
2018-04-04 11:02:44 +12:00
vuonojenmustaturska 8031468268 Remove superfluous override 2018-04-03 21:12:59 +03:00
Jordan Brown cde5a4f44a Merge pull request #36901 from KorPhaeron/beeper
Fixes morgue beeper message
2018-04-02 09:31:17 -04:00
KorPhaeron 2653c5e80f Fixes beeper message 2018-04-01 08:16:56 -05:00
Cruix 251c54223d Added a new ability to sentient diseases (#36548)
* Replaced body zone magic strings with defines

* Added the Secrete Infection ability to sentient diseases, and updated the infective component
2018-03-30 21:09:19 +02:00
RandomMarine 46b89cce88 Fixes plasma window fire armor 2018-03-28 13:38:58 -05:00
John Ginnane c3627c2741 Adds guillotine (#36540)
* Add guillotine to the game

Can be found in BoxStation's courtroom. Also added some sounds to the clap emote, which is used during execution

* Made requested changes

* minor typo

* Updated code

* Added crafting recipe and removed from map
2018-03-28 10:41:03 +13:00
arsserpentarium 92fe820f3d [READY]pathfinding circuitry upgrade (#36398)
* all in one

* fixfixfix

* uhhhh

* demuxdemuxdemuxdemux

* wire eriw

* icon noci

* tihsxifixshit

* rewopower

* fixif

* screeneercs

* returnruter
2018-03-26 19:01:34 +03:00
Jordan Brown 36d059674d Merge pull request #36677 from AutomaticFrenzy/patch/sign-backings
Fix unwrenching and placing directional signs
2018-03-25 10:06:36 -04:00
81Denton 83c4bde9ec Plastic flaps are now airtight (#36659)
* flaps

* fucking flaps, how do they work?
2018-03-24 22:01:31 -05:00
Tad Hardesty 8b87d70920 Fix sign backing items rotating when pulled 2018-03-23 21:37:39 -07:00
kevinz000 f300a5c155 Interaction/Attack Hand Refactor (#36405) 2018-03-23 11:20:54 +01:00
Ian Turk fbe5f4a062 Replaced body zone magic strings with defines 2018-03-19 15:44:51 -05:00
Qustinnus 4911991f70 [READY] Several fixes/changes to mood, longterm mood effects, beauty component (#36344)
cl Floyd / Qustinnus
del: Removes short-term effects of mood
add; Adds long-term effects of mood by implementing sanity which goes up with good mood, down with bad mood, but takes time to change. Your sanity can be seen as your average mood in the recent past. All effects of moods are now covered by this system
add: Beauty component, currently only attached to cleanables, but you could attach it to any atom/movable and make them pretty/ugly, affecting mood of anyone in the room.
refactor: Removes the original way of adding mood events, uses signals properly instead.
fix: Cleanables "giving" area's free beauty during initialization
fix: Fixes some events not clearing properly
/cl

Fixes #36444

From now on mood no longer affects you directly, instead it decides whether your sanity goes up or down, when your sanity gets too low you will get the effects of what mood did before.

This means getting hit with bad moods due to being attacked while not mean you are doomed anymore, and you get a large timeframe to get away and just fix your mood later.

I also added the beauty component, you could add this to any object and it would either make a room prettier or uglier, comparable to DF or Rimworld. You could add traits to make certain people ugly, for example.
2018-03-18 19:48:50 +13:00
kevinz000 fe5fdec776 [READY] Refactors wet floors to a component (#36130)
* Wet Floor components

* No more turf wet slide.
2018-03-17 11:26:09 +13:00
oranges 76576e384a Merge pull request #36079 from deathride58/nerfstheskylarlinemanexperience
[S] Fixes tables being bluespace magnets
2018-03-17 11:25:29 +13:00
oranges 2b07ea6f23 Merge pull request #36371 from ShizCalev/false-wall-layer-fix
Fixes false wall layering
2018-03-17 11:23:47 +13:00
oranges c7d42c49b9 Merge pull request #36432 from ShizCalev/braindamageeventruntime
Fixes brain damage json runtime
2018-03-17 11:18:41 +13:00
ShizCalev 2211eb0bc1 Fixes brain damage json runtime 2018-03-15 00:05:17 -04:00
cacogen 5e0428c2c8 Makes transit tubes take half as long to secure/unsecure (#36345)
* Makes transit tubes take half as long to secure

Takes ages to build anything meaningful when each pipe takes four seconds to fasten to the floor.

* Halves time to deattach transit tubes

Should be just as easy to get rid of as they are to build

* Update transit_tube.dm

* Update transit_tube_construction.dm
2018-03-13 23:04:21 -06:00
deathride58 6b0978b704 Merge remote-tracking branch 'refs/remotes/tgstation/master' into nerfstheskylarlinemanexperience
# Conflicts:
#	code/game/objects/structures/tables_racks.dm
2018-03-13 15:49:25 -04:00
ShizCalev e7e8ac00da Fixes false wall layering 2018-03-12 16:43:35 -04:00
XDTM 193f7682d7 You can now non-violently place people on tables (#36150) 2018-03-10 02:45:29 -06:00
ShizCalev bfd724e12d Fixes mirror var desync (#36251) 2018-03-10 02:20:38 -06:00
Dax Dupont cffedcf7c1 Display cases can now have a list where to randomly spawn items from (#36058)
* Adds allowing display cases to pick from a random list

Keeps compatibility with older maps and moves trophy/plaque message to all display cases

* A bit more legible

* Refactors statues tool interaction code

* Don't override it already exists

* done
2018-03-09 09:17:57 +01:00
Armhulen 84d4b3aae6 Mushroom people, revived! (#35858)
* caps fixed, small other fixes and mushpunch

* honey, i fixed the bugs!

* STUPID YORII DUMB GIRL STINK LEAVE

* boolean is such a fun word

* zoinks

* F_XED

* fixes part 2

* TRUEs and FALSEs

* don't drink and code boys unless you're goofball or like maybe kor

* for entirely different reasons i mean

* at what point is goofball too drunk to troll but not drunk enough to shitcode

* cool your jets, travis.

* what a TRAVIS-TY

* mush added to yet another blacklist!
2018-03-07 21:34:56 -06:00
kevinz000 28b1fb254d RND TECHWEBS: TECHFABS (#36055)
Doing my little update piece by piece because I'm lazy and because storage PR is going to conflict everything ever.

Techfabs do not link to RND consoles, and have their own interface for producing things.
RND production machinery code refactored.
Techwebs have categories views instead of just a goddamn design list.
Old machinery will be kept in, as some places will keep them. Read: Engineering, robotics, etc.

experimental: Protolathes and circuit imprinters combined/changed to techfabs. All departments can now print related circuit boards. Engineering and science will keep their lathe/imprinter design by default at roundstart because they have specialized labs for those.
2018-03-08 15:09:44 +13:00
deathride58 6aa21c1dea Update tables_racks.dm 2018-03-07 20:45:06 -05:00
Qustinnus 5140cff38c [reviewpls] Adds moodlets to the game - [Please give suggestions for trait additions in comments] (#35475)
Floyd / Qustinnus (Sprites by Ausops, Some moodlets by Ike709)

add: Adds mood, which can be found by clicking on the face icon on your screen.
add: Adds various moodlets which affect your mood. Try eating your favourite food, playing an arcade game, reading a book, or petting a doggo to increase your moo. Also be sure to take care of your hunger on a regular basis, like always.
add: Adds config option to disable/enable mood.
add: Indoor area's now have a beauty var defined by the amount of cleanables in them, (We can later expand this to something like rimworld, where structures could make rooms more beautiful). These also affect mood. (Janitor now has gameplay purpose besides slipping and removing useless decals)
remove: Removes hunger slowdown, replacing it with slowdown by being depressed
imageadd: Icons for mood states and depression states


What this PR is

This PR adds a system that allows player to gain and lose moodlets based on events occuring to, and around them. These events then give the player a mood value based on what it is. For example a hug could give you +1 mood, while being stabbed in the eye with a screwdriver can give -5 mood. All these moodlets together determine the mood of your character which currently affects the following things:

    Movement speed - If you are very sad you move slower. Replacing movement slow from hunger. (hunger now instead affects mood)
    Screen blur - If you are sad you gain an overlay that slightly blurs the screen, increasing in severity as you get sadder.
    Interaction / do after speed - If you are sad or happy your interaction speed with things such as handcuffs is changed. with a 25% longer time if you are sad, or 10% shorter time if you are extremely happy.
    Hunger rate - You gain hunger slower if you are very happy.
2018-03-08 14:15:57 +13:00