Commit Graph

5953 Commits

Author SHA1 Message Date
KorPhaeron
3a7d424005 Curator Update 2017-05-02 11:21:54 -04:00
Leo
3b9b4e0755 Changes a bunch of hrefs to the proper defines (#26760) 2017-05-02 01:19:51 -06:00
Jack Edge
44991e125a Removal of checks II
- VR sleepers are human only.
2017-05-01 19:01:16 +01:00
Jack Edge
7cb8007556 Changes /obj/machinery to have atom/movable occupants
Currently `occupant` in /obj/machinery is a /mob/living type. I have
changed it to /atom/movable, and made a type cache to determine what to
"look for" when `close_machine()` is called.

This means that machines can have non-mob occupants. I have some design
ideas for this, but that's after the freeze.
2017-05-01 19:00:07 +01:00
Joan Lung
57f8e92957 Proselytizers can now charge from Sigils of Transmission, and Sigils of Transmission can be charged with brass (#26725) 2017-05-01 00:23:50 -03:00
Cyberboss
453b3ecb23 Ports chem grenades to Initialize (#26678) 2017-04-29 15:12:39 +02:00
oranges
47e0fd7283 Merge pull request #26658 from ExcessiveUseOfCobblestone/lets-try-gps-without-kms
GPS Personalizations [Post TGPSUI]
2017-04-29 14:05:12 +12:00
oranges
7cfef759af Merge pull request #26527 from QualityVan/mutanthands
Zombie/limb refactors/fixes
2017-04-29 14:03:53 +12:00
oranges
e8395c752e Merge pull request #26597 from Cyberboss/patch-63
Tank suicide no longer gibs w/o enough pressure
2017-04-29 13:59:12 +12:00
Leo
e803369fd9 Merge pull request #26634 from Core0verload/tochat_master_race
Changes some << to to_chat
2017-04-28 08:14:09 -03:00
ExcessiveUseOfCobblestone
409f4abbf3 ugh 2017-04-27 17:45:34 -04:00
ExcessiveUseOfCobblestone
9fc44e15e8 oh my god. 2017-04-27 17:42:29 -04:00
GunHog
c97aa6a665 TGUI GPS (#26561)
Ported the GPS system to TGUI.
GPS signals may now be updated automatically or manually, based on a new toggle.
The GPS now has the option to scan only the same Z-level, or all of them.
Toggling GPS power may now be done from the interface as well as the alt-click.
The user's own GPS unit is no longer displayed in the signal list, and is now its own section for quick and easy self-location.
Signals on the same z-level now have distance and direction information added to aid with hunting and exploration.
The scanning range and auto-update buttons have tooltips to explain how they work.
2017-04-27 18:25:49 -03:00
QualityVan
6ef65f5d2b Adds crayon grinding (#26605)
* Enables crayon grinding

* Adds color to red crayon powder and powder to black and white crayons.

* Lets you color stuff with crayon powder
2017-04-27 11:16:43 -03:00
c0
ee049b38de Changes some << to to_chat 2017-04-27 04:20:26 +03:00
oranges
d95e859e5d Merge pull request #26386 from ChangelingRain/initialnew
New() goes in the trash, we've gotta Initialize()
2017-04-27 10:15:10 +12:00
Cyberboss
729010bbb2 Unorphans the blackbox (#26129)
Moved sql_poll_population from server_maint to this new SS. Moved few remaining server_maint tasks to SSping and deleted it.
2017-04-27 10:04:57 +12:00
ma44
28ff6252cb Removes a unused chem (#26559)
* Update medicine_reagents.dm

* Update watertank.dm
2017-04-26 09:59:30 -05:00
Core0verload
0fd0c991a8 Gas injectors are now buildable (#26474)
* Injectors are now constructable and deconstructable

* Gives injectors TG UI, fixes a bug with MAX button not working for volumetric pumps
2017-04-26 03:35:27 -06:00
Cyberboss
c6fb750d11 Removes an unused var (#26579) 2017-04-25 23:32:13 -05:00
Cyberboss
46e9570866 Tank suicide no longer gibs w/o enough pressure 2017-04-25 21:06:46 -04:00
Robustin
f791536263 Dance Machine ~Fixes~ (#26420) 2017-04-25 17:13:53 -03:00
XDTM
691cc01833 Refactors T-Ray Scanners (#25093)
* Refactors T-Ray Scanners
2017-04-25 16:29:51 -03:00
Joan Lung
228df13447 Merge branch 'master' of https://github.com/tgstation/tgstation into initialnew
Conflicts:
	code/modules/mob/living/simple_animal/hostile/megafauna/dragon.dm
	code/modules/station_goals/bsa.dm
	code/modules/vehicles/atv.dm
2017-04-25 07:32:06 -04:00
MrPerson
ff3f84ab81 Replaces /image with /mutable_appearance, where appropriate (#26518)
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
2017-04-25 12:15:16 +02:00
QualityVan
39113655eb Fixes flashlight eyes (#26497)
* Fixes flashlight eyes

* jesus that's a lotta light

* Rebasing

* test

* nothing to see here
2017-04-25 10:50:44 +02:00
Cyberboss
e266551346 Merge branch 'master' into ITKEEPSHAPPENING 2017-04-25 01:13:14 -04:00
oranges
7f2b0d0b05 Merge pull request #26397 from coiax/stops-easter-loot
Fixes easter eggs spawning during non-easter; SSevent now inits before SSticker
2017-04-25 11:06:28 +12:00
oranges
400ff0bf5d Merge pull request #26445 from XDTM/SprayNPray
Fixes objects being used on backpacks if they don't fit
2017-04-25 10:38:56 +12:00
QualityVan
6590860250 Refactors zombie organs
Fixes mounted chainsaws leaving a limb if acided
Adds species support for mutanthands, basically hard-equipped items like zombie claws
Fixes zombies not having claws on new arms
Mobs manually set to zombie species revert to human when their infection is removed
Inserts organs back into the mob when a bodypart is reattached
No longer generates eyes or ears when a mob changes species without having a head

Todo:
fix the initial problem of zombies being able to not have claws due to having a nodrop item before zombification and losing it
2017-04-24 15:32:00 -04:00
Cyberboss
7ddea10cd7 Exploit whack-a-mole 2017-04-23 21:16:10 -04:00
Leo
4e5f2b0044 Merge pull request #26427 from ChangelingRain/lighterfix
Greyscale lighters no longer color the flame
2017-04-22 22:44:41 -03:00
Jack Edge
5d5f99e062 While we're here, regenerate station names on holidays 2017-04-22 22:08:31 +01:00
Jack Edge
133173c67c Removes adhoc types 2017-04-22 22:07:51 +01:00
XDTM
ec5d5f3756 Fixes objects being used on backpacks if they don't fit 2017-04-22 19:30:15 +02:00
Joan Lung
59b905f5ef reeeeeeeeeeee 2017-04-22 10:01:50 -04:00
coiax
f993f9ce36 Refactors ear damage into ear organs (#26044)
* Refactors ear damage into ear organs

🆑 coiax
add: Centcom would like to inform all employees that they have ears.
add: Adds "ear" organs to all carbons. These organs store ear damage and
deafness. A carbon without any ears is deaf. Genetic
deafness functions as before.
/🆑

- `ear_damage` and `ear_deaf` vars removed from /mob.
- All mobs have a `can_hear` proc, which returns TRUE always except for
carbons.
- Carbons need to have an ear organ that has 0 `deaf` var.

- Explanation of how ear damage works is in the code, it hasn't been
changed from previously. Deafness is applied in number of Life ticks
until you regain hearing, while damage is long team, heals slower, and
when high enough, can cause flashbangs to make you go permamently deaf,
as before.

- Wearing earmuffs halves the healing time of deafness, and promotes
healing long term ear damage, as before. Earmuffs now have a secondary
flag HEALS_EARS, which currently only they own.

* Changes how soundbang deafness works slightly

* Ear organ icon

* Code review I

* Makes fully healing carbons not dependent on having a dna and species

* Gives monkeys and aliens ears

* Whoops

* Split organs into seperate files

* Tweaks.

* Un-removes brain damage lines

* Moved procs onto /mob for ear stuff

* Massages things into compiling

* Replacement of spam_flag with world.time tracker
2017-04-22 08:51:03 -04:00
oranges
61b93ce182 Merge pull request #26337 from Core0verload/picture_frame
Refactors picture frames to use wall frames system
2017-04-22 10:54:19 +12:00
Cyberboss
44898a9b9e Conveyor movement refactor/fix (#26408)
* Refactors conveyor movement

* Fixes effects being affected by conveyors

* Fixes jetpacks not stopping conveyors

* Fixes /mob/dead being affected by conveyors

* Fixes butterflys being affected by conveyors
2017-04-21 19:27:37 -03:00
Joan Lung
d48dc50007 Fixes #25029 2017-04-21 17:59:39 -04:00
Joan Lung
db9d86a39e New() goes in the trash, we've gotta Initialize() 2017-04-19 18:22:26 -04:00
oranges
56a55709b3 Merge pull request #26330 from Tacolizard/wiressss
Gives wirecutters origin tech
2017-04-19 21:31:56 +12:00
Tacolizard
ec7606d9cf fixed 2017-04-17 13:19:27 -07:00
c0
5c6b32cbc3 Refactors picture frames to use wall frames system 2017-04-17 15:37:05 +03:00
Jalleo
1ac86f3fb4 [s] Fixes RCD,RCLD & ARCD (#26215)
* Fixes RCD RLD AND ARCD simple mistake on two things easily done.

* Does what Robustin says

* Does even more of what Robustin says
2017-04-15 11:29:04 -06:00
Joan Lung
f74359e695 Merge pull request #26193 from Robustin/future5
Engimarket 3, The Third III: Fucking Dance Machine
2017-04-14 22:07:02 -04:00
Joan Lung
469557095d Merge pull request #26197 from coiax/fixes-op-not-exploding
Fixes op death just opening a polite window asking if you want to activate your explosive implant
2017-04-14 22:03:29 -04:00
Iamgoofball
8af63d5fd2 Tracks station renames. (#26051)
* Tracks station renames.

* addresses jordie's request
2017-04-14 10:44:40 +02:00
octareenroon91
02f81a091f Fix twohanded quick-equip (#26172)
Fixes #26105
2017-04-14 01:51:03 -06:00
Robustin
7db828644c EngiMarket Part Four - Ranged RCD and Rapid Lighting Device (RLD) (#25263)
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.

The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.

🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑
2017-04-14 09:31:43 +12:00