Commit Graph

35792 Commits

Author SHA1 Message Date
LemonInTheDark
3bb64112e2 Ref tracker TLC, makes unit test harddel errors more descriptive (#62725) 2021-11-11 13:49:21 -08:00
CocaColaTastesGood
31cf6cb6be Fixes #62719, exploit that let players order crates marked as special. (#62723)
* Update orderconsole.dm

* Update orderconsole.dm

* Update budgetordering.dm
2021-11-11 15:55:40 +01:00
Ghom
a2489d7b72 The weapon description for energy guns now takes in consideration the pellets number of the selected mode. (#62705) 2021-11-10 22:15:39 -05:00
Y0SH1M4S73R
46e877a2ee makes the color matrix editor log all color edits (#62717) 2021-11-10 22:12:42 -05:00
Ghom
21c89ba12b Reagents scanner circuit component (#62704)
It allows people to make circuits objects that interface with reagents.
2021-11-10 19:35:44 +00:00
GoldenAlpharex
d407799f4a The word filter will now be less scared of double or trailing spaces (#62703)
It kept on tripping because the RegEx expression was malformed due to an absence of words in to_join_on_whitespace_splits, which caused it to filter out spaces that were at the beginning or at the end of a message, or if there was two spaces one by the other.

Also prevents people from sending a message that's only spaces in OOC, because that's a little silly.
2021-11-10 18:26:53 +00:00
Mothblocks
f3af9d6d9e Fix random names breaking preferences (#62668)
The randomization (specifically from the random names secret) overrode your preferences, this fixes that.
2021-11-10 07:43:15 +00:00
Ghom
45e7aeda84 Material Scanner circuit component (#62677)
* Material Scanner circuit component

* get_turf(src) to get_location()
2021-11-09 23:08:55 -05:00
remuluson2
70dd01afa6 Updates to envirosuit's virus protection values. (#62680)
* added permeability_coefficient to plasmaman suits

* readded virus protection to eva envirosuit
2021-11-09 23:06:53 -05:00
Ghom
7f9454f15b Protects blob structures against bolt of animation (#62690) 2021-11-09 23:04:23 -05:00
Ghom
1ca0615c61 Stops the "You lack optic scanners, you get stunned" singularity proc from affecting blinded or dead mobs. (#62688)
* Stops the "You lack optic scanners, you get stunned" singularity proc from affecting blinded or dead mobs.

* oh dang

* Update singularity.dm
2021-11-09 23:02:39 -05:00
Ghom
7d3b98705f Chimps no longer get grumpy when you hug them or throw things with no throw force at them. (#62685)
* Chimps no longer get pissed when you hug them.

* Pun Pun no longer hates hat throwing.
2021-11-09 22:54:05 -05:00
Tastyfish
1e72ee0a5c Fixes n2 alert not clearing correctly, if lungs have a safe_nitro_min, air is cut off, and then they get air again. (#62684) 2021-11-09 22:52:38 -05:00
LemonInTheDark
47faef3eec Adds a hard limt to hfr fuel datums, moves antinob down to match it (#62418) 2021-11-09 17:14:44 -08:00
Justice
4348ebf1f8 Cyborgs can now shake up compromised carbons (#62468)
The Hug Module from Medical and Peacekeeper Cyborgs now removes negative stats (the same as a human) from carbons when used on Mode 1. Put in a simple way, this allows the three referred Cyborg types to wake up and remove stuns from carbons with the use of their Hug Module.
2021-11-09 21:35:53 -03:00
Pinta
a6c3551511 Fixes Fall Chance Embed Value on Mending Globules (#62557) 2021-11-09 19:22:49 -05:00
NamelessFairy
ecf1a66d9e Removes videos from bans (#62683) 2021-11-09 15:14:04 -08:00
antropod
ed831e6214 Fix chemistry analyzer not showing impure reagents that don't have impure chem (#62681) 2021-11-09 13:59:22 -08:00
LemonInTheDark
71c480574a Locker Shoving Re-Reloaded (#62618)
* Locker Shoving Re-Reloaded

The signals here were weird, converted them to connect loc. I did my best to make sure behavior matched what
existed pre arcane pr
Unshat shove code considerably, believe it or not it used to be worse.
2021-11-09 13:13:59 -08:00
GuillaumePrata
8afc3160fe Cyborg non direct "combat" rebalance. Airlock seal buffed, borg RCD nerfed. (#62621)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-11-09 12:54:40 -08:00
Timberpoes
c157d40e17 Overhauls job eligibility checking and improves job debug logging. (#62586) 2021-11-09 12:38:54 -08:00
John Willard
ffc8e3bc17 Adds logging for all Silicon rather than just Laws (#62500)
I find stuffing everything in game.log is a real problem when you need to actually find useful information about what happened to a specific Silicon. It's hard to tell what happened to Silicon throughout a round, even when crossreferencing attack/game logs, so having a Silicon log for all the information related to them would be really useful.
For example, a Cyborg can spawn unlinked on Robocop, go Janitor and crowbar someone to death with a Robodoctor AI. When looking through logs, an Admin can easily assume it was a rogue Engineering cyborg who disobeyed their laws to kill someone.
This also isn't adding a whole new log file, more than it is just renaming the law log file to silicon and adding more useful things into it, so it isn't logging bloat (if that's even a concern)
2021-11-09 17:41:45 +00:00
ArcaneMusic
2048c0b8cc Basic drone fuel can now be purchased from cargo. (#62578)
* Basic drone fuel can now be purchased from cargo.

* Minor typo.
2021-11-09 11:47:05 +01:00
MrMelbert
948d548ed4 Adminwho and the status panel now shows when fellow admins are readied up in pre-game lobby (#62670) 2021-11-09 02:24:51 -08:00
GuillaumePrata
69b1d516e1 Fix Atmos/Mining hardsuits (#62663) 2021-11-09 02:24:38 -08:00
Ghom
3f66485234 Fixes missing award icons by filling the assets list on runtime. Plus new icons and unit test. (#62665) 2021-11-08 22:52:43 -08:00
Fikou
ec6367db83 removes internal functions from janicart (#62649) 2021-11-09 00:50:56 -05:00
LemonInTheDark
756c840a80 Cleans up some outdated atmos documentation 2021-11-09 00:49:44 -05:00
Watermelon914
a4183b0364 Fixes some connection problems with response signals for integrated circuits (#62627)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-11-09 00:46:10 -05:00
Iamgoofball
287b2acd30 You can't type with boxing gloves on. (#62642) 2021-11-09 00:41:44 -05:00
John Willard
33de78d457 Deletes magic armor (#62594)
* Deletes magic armor

* removes arcane barrage's 0 armor penetration

* makes magic use NO flags. Get fucked.
2021-11-08 23:52:30 -05:00
Wallem
2583eceea2 Ants can't traumatize ghosts, ants show up on top of pipes + Ant QOL (#62496)
* Protects ghosts, bypasses vents & pipes

* hard crit oops

* stops screaming unconcious people

* fixes a copy-paste error

* fixes planes

* *unconcious* people won't get messages.

* I am begging for this to be right

* I hate that it took me 30 seconds to realize
2021-11-08 22:43:36 -05:00
Jeremiah
b255d3f455 Refactors viro's Pandemic UI (#62404)
Fixes #60977

Previous issues:

    Causing an error
    JavaScript
    Not intuitive
    Headers scrollable
2021-11-09 01:05:05 +00:00
Watermelon914
bb8bcd2473 Made admin circuits more abstract, they no longer end up in the contents of the shell. (#62630)
Co-authored-by: Watermelon914 <3052169-Watermelon914@users.noreply.gitlab.com>
2021-11-08 14:55:19 -08:00
GoldenAlpharex
54c30da324 Fixes numeric prefs not working with TGUI dropdowns that might return a string instead of a number (#62653) 2021-11-08 14:54:22 -08:00
Iamgoofball
d336655c88 Fixes the issues with the ban video by moving the link to ban appeals to after the video. (#62675)
About The Pull Request

See title.
Fixes #62672
Why It's Good For The Game

Allows us to keep the excellent ban video while nullifying the issue raised in #62672
Changelog

cl
admin: The banning video is now shown before the ban appeals link, instead of after, to improve visibility of the ban appeals link.
/cl
2021-11-09 10:40:02 +13:00
esainane
b6f761468e [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)
About The Pull Request

Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.

This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.

Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.

Some implications of this setup were:

    You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
    You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.

Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:

endless-stack-of-intercoms

Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!

Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used

Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.

Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.

tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game

fml
Changelog

cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl
2021-11-09 10:02:34 +13:00
Fikou
3755f2ec71 refactors injecting mapping helpers, adds an element injector (#62622)
Refactors injector mapping helpers.
2021-11-08 19:36:01 +01:00
Ghom
97a41f4902 Blacklists some reagents that are about unobtainable short of RNG seeds and antagonists from randomized recipes. (#62611)
* Blacklists some reagents that are about unobtainable short of RNG seeds and antagonists but are still synthetizable from randomized recipes.

* Update toxin_reagents.dm
2021-11-08 19:29:33 +01:00
Mothblocks
6b3103e612 Add the known alts panel, which prevents suspicious login logs for whitelisted ckeys (#62520)
* Known alts panel

* Add notice before opening panel

* DB_MINOR_VERSION

* Better ban panel default

* Revert dbconfig

* Add TTL

* Add qdels
2021-11-08 20:43:52 +11:00
Ryll Ryll
dc6ccd3ecc Adds yawn propagation (#62639) 2021-11-08 01:36:27 -08:00
John Willard
b39ccd408e Beepsky refactor and Bot code improvement (#62510) 2021-11-08 01:35:54 -08:00
Mothblocks
ec95e7cf94 Add healing aura component (#62526) 2021-11-08 01:20:12 -08:00
Ghom
b79dd74fd0 Replaces a portion of C-style for loops with the more commonplace for loops, which are faster. (#62624)
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2021-11-07 16:42:41 -08:00
tralezab
c8f343789b anonymous names fixes (#62497)
the "Stations?" theme now properly describes what its extra does

fixes runtimes with anonymous names! i'll point em out
2021-11-07 19:15:24 +00:00
AndrewL97
1ef73dbc37 Map load unit testing and directory whitelisting - Mojave Sun is a really cool downstream, like and subscribe for longer PR names. oranges was here and made this github PR name much longer, thereby proving once and for all that upstreams do add value to the downstream not just endless amounts of refactoring because we can't write any api's in a modular fashion the first time around so have to update them later to be modular. Anyway do you think a taco counts as a sandwich? (#62620)
About The Pull Request

This is a fix for map not load anymore because of security changes
Why It's Good For The Game

Maps are good as they encourage gameplay and differentiate ss13 from a classic MUD game
Changelog

cl
add: unit test for map load
add: directory param to map load + whitelist for data and _maps
add: advertising for mojave sun in tg commit logs
/cl
2021-11-07 21:30:49 +13:00
Ryll Ryll
5b119f3ab7 Fixes sleeping carp wave kick dealing insane damage + wounds, fixes neckgrab throws not being harder (#62498) 2021-11-06 21:52:51 -07:00
AxieTheAxolotl
73f4208f9f Fixes Centcom suit stuff (#62613)
For some reason, the new icon I made for the CC suit just disappeared off the face of the earth, why? I do not know. How? I also do not know, but I have fixed it.

Also, the helmet and gas mask's icons didn't work. Why? Again, do not know. But I've fixed it by brute-forcing their icon paths and states, prob not the most efficient way, but it works. :V
2021-11-07 03:12:29 +00:00
Timberpoes
479dcd295e Makes dash actions and Bluespace Prophecy trauma utilise teleport code instead of forced movement code. (#62471)
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-11-06 20:03:51 -07:00
Ghom
7d8eb8b35c Fixes emissive appearances of vending machines being removed when the wire panel is opened/closed (#62592)
Replaces a cut_overlays() call with cut_overlay(panel_type) EDIT: moved the panel overlay to the update_overlays proc
2021-11-06 23:06:16 +00:00