Commit Graph

33004 Commits

Author SHA1 Message Date
DeAndre
41bce91baf fried chicken 2020-10-31 19:24:17 +01:00
EOBGames
97ec27d1b3 pea soup bowl (#54687)
About The Pull Request

Fixes #54678.
Why It's Good For The Game

Dear god, imagine what people could do with infinite bowls... in fact, I'd rather not.
2020-10-31 17:16:06 +01:00
XDTM
c9f9f2ed36 Fixes nanite comm remotes (#54511) 2020-10-31 20:31:02 +08:00
necromanceranne
d99dd457aa Ridden vehicles pass bullets, checks for new incapacitation traits for whether or not you fall off (#54376)
Ridden vehicles now pass any objects that normally pass tables. This includes bullets, thrown objects, and probably dwarves?

Ridden vehicles check for the various incapacitation traits instead of just usable hands for whether you fall off. Doesn't fix corpses buckled to these objects but that'll require more work to fix because it's all tied into relay_move.

This doesn't affect any ridden object that doesn't checks for hand availability. Like skateboards and wheelchairs (although how exactly your wheelchair is moving without hands or mechanical parts is beyond me).
2020-10-30 10:16:32 -03:00
Jared-Fogle
aa67078153 Completely replace Travis and AppVeyor with GitHub Actions (#54668)
* Completely replace Travis and AppVeyor with GitHub Actions

* Use CLEAN and SINGLE_COMMIT
2020-10-30 09:44:11 +08:00
Timberpoes
497f4498a9 Fixes various shapeshifting-related runtimes and interactions (#54663) 2020-10-29 18:30:10 -03:00
LemonInTheDark
9e3c4d743a logs the start of stripping along with the end, should make resolving theft arguments easier (#54662) 2020-10-30 00:11:25 +08:00
cacogen
d6f9264ff4 Capitalises Settings, Ghost and Sound menu titles at top (#54640)
This makes it so the Settings menu and the Ghost and Sound submenus have their names capitalised like the rest of the options on the menu bar at the top of the screen.
2020-10-29 00:49:23 -03:00
Rohesie
c55bb1b6c8 Basepixels (#54652) 2020-10-28 20:31:13 -07:00
necromanceranne
6ae9d3856b Labcoats: Roboticist unique labcoat, updated remaining labcoats (#54644)
Gives the roboticists unique labcoats. Because why are geneticists allowed a unique labcoat but roboticists get a generic one?

So now, roboticists have the most extra of the labcoats to go with their jumpsuits. It even has shoulder pads!

The rest of the labcoats have had a very mild tweak, and their icons now no longer use the ancient, janky labcoat sprites. You know, the ones with the fucked up outlining.

Oh also the virologist labcoat suggested it was somehow more protective against biological things. This is not true, so the labcoat has had it's description fixed.

(While I was here I fixed up some suit storage sprites related to the stuff that goes in labcoats, hehehe)
2020-10-29 00:22:18 -03:00
Ghom
03bdadad77 The reactive teleport armor now actually teleports the owner. (#54645)
It was a lie all along. Also stops it from working in no-teleport areas.
2020-10-28 20:57:39 -03:00
Ghilker
92e4e25328 new spritesss (#54528)
New sprites for the crystal invasion mobs
2020-10-28 16:12:02 -04:00
skoglol
cc03593d12 Removes changeling teams and hivemind channel (#54054)
* Removes changeling teams and hivemind channel.

* More cleanup

* some more stuff
2020-10-28 14:51:34 -04:00
tralezab
ade8c6b3e2 Removes capitalism and communism golems [the sun sets on freedom] [fall of the iron curtain] (#54637)
About The Pull Request

Removes commie and cappy golems, and all connected parts and features.
Why It's Good For The Game

You're downloading 5 mb of capitalist and communist songs and talk sounds every time you log into a server, which makes it take much longer to actually join the game. While this was a good meme and became even better when cappy golems would fight the communist ones, they are:

    Really really underused for what they are
    Really really boring and simple without all the special sounds
    Really really not worth keeping gutted

Changelog

🆑
del: Capitalism (golem) and Communism (golem) are dead.
/🆑
2020-10-28 21:28:08 +13:00
Ghom
2255256060 rad_insulation component is now an element. (#54625) 2020-10-27 18:59:31 -03:00
Ghom
247488d2fe Converting the EMP protection component into an element. (#54617) 2020-10-27 21:48:22 +08:00
81Denton
cee759b91c Merge pull request #54606 from ATH1909/dontneedlesslyyeetspellsonawhim
Fixes free Wizard spells
2020-10-27 10:48:37 +01:00
Yenwodyah
d5e5f83fb3 Fix some cargo bounties accepting/rejecting the wrong items. (#54580)
Bounties that were supposed to refuse subtypes of the requested items used to accept them anyways. Now they refuse them correctly.
    Bounties that were supposed to accept subtypes of items that were excluded from acceptance used to still refuse those subtypes. Now they correctly accept them.
2020-10-27 03:16:06 -03:00
Ryll Ryll
91c5bf7bcb Makes Photographer a neutral quirk (#54608) 2020-10-26 16:04:40 -07:00
Thunder12345
7dcdbc1468 Revert "adds alternate medborg sprites (#54627)" (#54629)
This reverts commit 189cbd45e0.
2020-10-26 15:16:21 -07:00
Fikou
189cbd45e0 adds alternate medborg sprites (#54627)
adds alternate medborg sprites
2020-10-26 15:07:17 -07:00
SmArtKar
de6a52c83c Megafauna once again gibs immortal miners (#54495)
Memento Mori + Megafauna no longer equals softlocking the game.
2020-10-26 11:57:38 -04:00
zxaber
bc620ff88a Various fixes to mechs (#54595)
Vehicle objects now call bumpopen() rather than Bumped() when moving into an airlock, and thus will once again open any door the pilot has access to. Closes #54480

    Fixes Ripley MK-I to MK-II conversions destroying equipment.

    MK-I to MK-II conversions now sets the MK-II's integrity to be same percentage as the MK-I's integrity. Thus, upgrading a full-health MK-I will no longer result in a damaged MK-II.

    Both Ripley types no longer start with an orebox, that function has been moved to the Clarke.
2020-10-26 12:28:11 -03:00
WarlockD
f15bcc4692 Initialize and LateInitialize runs correctly at round start (#54594)
I've been pulling my hair out on this one. Ever since I started my ntnet project, I could never get LateInitalize to work right. Apparently it has never worked right. How it was set up before on server start

    Station map loads, Does NOT run Initialize(mapload = TRUE)
    Generates space, lavaland/icebox ruins
    Loads a ruin, DOES run Initialize(mapload = TRUE) EXCEPT on areas
    End of mapping system
    Atom system Initialized and it checks and runs Initialize(mapload = TRUE) on world

You see the issue? Initialize and by extension LateInitialize is run in blocks. Worst, LateInitialize is run on turfs FIRST in ruins BEFORE Initialize is ever run on the other atoms. While there isn't much in Area, there is map_generator so I am sure it caused some grief for map creators.

The NEW order now is

    Station map loads, Does NOT run Initialize(mapload = TRUE)
    Generates space, lavaland/icebox ruins
    Loads a ruin, Does NOT run Initialize(mapload = TRUE)
    End of mapping system
    Atom system Initialized and it checks and runs Initialize(mapload = TRUE) on world

Also if you dynamicly load a map, like snowdin or such, it will Initialize all atoms at once and then run LateInitialize properly
2020-10-26 12:26:46 -03:00
MadMedicineMan
d29c75d1eb Canister max. pressure capacity display fix (#54600)
Atmos canisters now display their correct max. pressure capacity. Game code always expects kPa, code for SI-prefix-generation only expects the base unit (here: Pa), so the displayed value was always off by the factor 1000.
2020-10-26 12:23:54 -03:00
Azarak
0b880161d8 Directional lighting component + light system (#54520)
Adds in a new type for the lighting system, the directional one. It piggybacks on the overlay lighting to create a directional effect + adds a nice visual cone mask to make the effect feel really directional.
Also: made the static light system respect the light_on variable.

It feels really nice to shine AT things you're looking at with flashlights and the such, it makes maintenance scouring much more immersive too.
Adds more paranoia as you dont see light behind yourself when you've got a flashlight. Plus makes ambushes more fun
2020-10-25 23:49:57 -04:00
Mickyan
74c9d613e2 Removes shoe stealing shortcut (#54583)
Intent combos suck ass as it is and we don't need to make them worse by having obscure shortcuts for gimmicks that can be done with the strip menu, I've seen this used accidentally dozens of times and maybe once on purpose
2020-10-25 23:40:32 -04:00
LemonInTheDark
3c218846ef Properly sanitizes the pixel scaling pref (#54592)
It was being rounded to 1, which breaks one of the options.
I've added a float sanitize proc that accepts a degree to round to, I've set it to 0.5 in this case.
2020-10-25 22:12:45 -03:00
sergeirocks100
4e1dd10c61 Adds fingerless insulated gloves as a Assistant heirloom item. (#54446)
Well, it adds fingerless insulated gloves to the game, and it also makes them a Assistant heirloom item alongside the heirloom toolbox. The sprites and code were taken from Skyrat, with some modifications by me.
2020-10-25 22:03:15 -03:00
ATH1909
b5e4c367ea don't try to fire a blood barrage as a non-cultist 2020-10-25 16:35:25 -05:00
ATH1909
deade8f968 Gamer(025) moment 2020-10-25 15:52:40 -05:00
Timberpoes
18a1c23773 Pacifists now taunt secbots when attempting attacks with harm or disarm intent. (#54570)
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-10-25 13:31:28 -07:00
Azarak
cac3e6ec6e Increases the broken light spark cooldown 6 folds (#54579)
Whenever you stop to do something, and there's a broken light around, you would notice it spark, and if you stay, it sparks over and over again, becoming less of a nice rare occurance to something more annoying. This was very apparent during a shift yesterday on Manuel, where the entire station had lights broken, but they kept sparking over and over again and it never quite felt like we're in darkness.
2020-10-25 12:09:10 -03:00
TheObserver-sys
a5e6db8f99 Finally, peas for the whole station. (#54573)
This PR brings three new plants, and 6 new food recipes into being. This is a combined port of Citadel-Station-13/Citadel-Station-13#12211 and Citadel-Station-13/Citadel-Station-13#12510, along with the fixes made along the way.

Laugh Peas contains 7% Laughter.
World Peas contains 10% Pax and Happiness, but takes at least 21 cycles to bear a harvest, by having a maturation time of 20.
Salad of Eden contains 3 units of Earthsblood, 5 units of Omnizine, and 2 units of Happiness, but requires one of every ambrosia leaf, as well as a world pea.

Credits to TripleZeta for the base peas sprite, and Stewydeadmike for the Laugh, World, and food sprites. Without them, the peas would have remained an ideasguy sort of deal.
2020-10-25 00:29:00 -03:00
81Denton
7c50292b03 Increases large toner cartridge capacity, adds a supply pack containing them (#54556)
This PR does two things:

    The capacity of large toner cartridges is increased from 15 to 25.
    It adds a supply pack containing large cartridges; so far the game only has a single large cartridge available on one map.
2020-10-25 00:13:36 -03:00
Jordan Brown
d240eb7fd6 Fix Map JSON loading errors (#54563)
Also fixes that one runtime everyone runs into when they first load in
2020-10-24 23:47:12 -03:00
Bobbahbrown
4e48e1379d Interview System / Soft Panic Bunker (#54465)
About The Pull Request

Ports and improves my interview system that has been previously used in the summer ball and toolbox tournament events. Allows for a 'softer' panic bunker, wherein players who fall below the required living time limit can still join the server and be restricted to filling out a questionnaire. Upon completing the questionnaire, the player may be allowed into the server by an administrator. If the application is approved, they get a notification that they will be reconnected and upon reconnecting will have all verbs as they usually would. If the application is denied the user is put on a cooldown after which they may submit a new questionnaire.

Players who are being interviewed (herein interviewees) have no verbs other than those required for the stat panel to function, as well as a verb to pull up the interview panel. Interviews do not persist through restarts, and the ability to join that is granted by an accepted interview is only valid for the duration of that round.

Open interviews are listed under a new 'interviews' tab for admins, which is VERY similar to the existing tickets tab.

Below is what a player who is flagged as an interviewee will see when they join the server. They can do nothing but respond to the questionnaire or leave.
image

This is what an administrator sees after an interview is submitted, they will also see a corresponding message within their chatbox, and an age-old BWOINK when an interview is submitted.
image

The interviews tab, which is similar to the tickets menu. You can open the interview manager panel to view all active (including non-submitted) interviews, queued (submitted) interviews, and closed interviews.

image
FAQ:

What happens if someone submits an interview when no admins are on? It's treated like adminhelps are, the message gets sent to TGS to be dispatched off to configured end-points (like Discord or IRC), and the user is notified that their interview was handled this way.

Can you configure the questions? Yes, in config/ there is now a interviews.txt file in which the welcome message and the individual questions can be set and modified.

Can this be turned on and off during a round? Yes, it can be toggled like the panic bunker. It requires the panic bunker to be raised in order to function.

Can interviewees have further questions asked to them? Yes, if you admin-pm them, which is possible using regular means or a conveniently placed button on the interview UI, they will be able to respond to the message.
Technical details

To use the interview system you must have the panic bunker enabled, this is an additional setting for the panic bunker. It can be set through the PANIC_BUNKER_INTERVIEW setting in config.txt, or alternatively enabled in-game as prompted during the panic bunker toggling process. It also can be toggled on its own using a verb added for this purpose, Toggle PB Interviews found under the server tab. These new actions are included in the logging for the panic bunker. I have also added a reporting stat to the world topic status keyword, which now reports if the interview system is on using the keyword interviews.

As mentioned above, for server operators, configure the questions and welcome message in config/interviews.txt.

Note to maintainers and those with big brains I had to add a call to init_verbs on the stat panel window being ready because seemingly a race condition exists wherein the add_verb of the 'view my interview' verb doesn't cause a refresh of the tabs (and therefore doesn't show the 'Interview' tab) when running in dream daemon but running it directly from visual studio code properly shows the tab. Adding a init_verbs call directly after adding the verb didn't seem to help.
A note for downstreams

If you don't use the HTML stat panel (which may not be a bad thing) then you will have to do some conversion from the HTML stat panel stuff used here to the old style stat panels. It's pretty trivial, but just be aware of that. You can see how I used to use the old stat panels in my PR from the summer ball, here, which should be helpful.
Why It's Good For The Game

This allows for a softer version of the panic bunker which impedes the flow of malicious players while allowing genuine players a chance to enter a round to gain enough time to not be affected by the panic bunker's restrictions.
Changelog

🆑 bobbahbrown
add: Added the interview system, a 'soft' panic bunker which lets players who would normally be blocked from joining be interviewed by admins to be selectively allowed to play.
/🆑
2020-10-25 14:10:06 +13:00
Mickyan
67fdba1d56 Adds a visible effect to best hugs (#54544) 2020-10-24 14:41:52 -07:00
Fikou
e00e61f553 gives heads eva access and lowpop teleporter access (#54560) 2020-10-24 14:39:11 -07:00
Capsandi
484f8f2d5f [READY]Removes Nitryl burn damage and adds Nitryl decomposition reaction (#53821)
This PR removes the burn damage you accumulate when breathing nitryl and adds a reaction to breakdown nitryl into its components(excluding bz) when in contact with oxygen under 600k. This produces small amounts of heat.

Nitryl, as it stands, is barely made or used due to the constant damage you take from breathing it, which causes damage slowdown after less than a minute of use. By making nitryl unsafe or unable to breathe with oxygen present, users must turn to pluoxium while using it in tanks, or hyper-nobilium when filling a room with it. BZ is not refunded if you waste your nitryl.
You now burp while breathing nitryl instead of gasping because it no longer directly harms you.
Breathing nitryl will cause lung damage proportional to the amount you are breathing at a rate proportional to the amount you are breathing when it makes up more than 10% of your breath.
2020-10-24 14:16:15 -07:00
tattlemothe
a0bf8a020b Adds vox announcements to individual logging (#54547)
Adds VOX announcement contents to the AI's individual say logs.
2020-10-24 19:55:01 +01:00
Timberpoes
b53875c471 Incredibly minor grammar fix of a trailling ] on the Traitor Panel for blood brothers (#54539) 2020-10-23 14:07:13 -03:00
Yenwodyah
cf64baca7e Makes changeling regenerate power description slightly more descriptive (#54536) 2020-10-23 14:06:15 -03:00
Ghom
b6099da14b Merges species/var/list/default_features with species/var/list/mutant_bodyparts. (#54525)
default_features and mutant_bodyparts have been used ambivelently since a long time, so I'm merging the two together and replacing relevant 'in' list access operations with '[ ]' for performance while I'm at it.
2020-10-23 14:05:31 -03:00
Ryll Ryll
5f1b2dabe1 Adds 👏 High 👏 Fives 👏 (#54516)
This PR lets you post up for high-fives with your buds so you can slap some skin and show off how well you vibe together. To initiate a high-five, simply stand next to another person with a slapper (the *slap emote one) in hand, and hit the offer item button (default G) to let the people adjacent to you know you're available. They'll get an alert that you're offering a high-five, and clicking it will follow through and award you both a small positive moodlet, or they can just walk away and leave you hanging, earning you a negative moodlet.

Is a high-five not enough to show the world how tight your crew is? Double the fun! If whoever initiates the high-five has a slapper in both hands, and the taker has two hands free, you'll go for the mythical high-ten for a louder slap and extra emphasis! Woo!
2020-10-23 14:04:44 -03:00
Time-Green
e0fefcc07e [READY] Multilayer plumbing machinery (#54081)
* multilayer machinery!

* adds layer mode to plungers for changing plumbing layers

* minor fixes

* Adds more feedback to plunger layer mode and places proper checks for layer changing
2020-10-23 10:41:23 +02:00
Rob Bailey
7446e460f1 fix fix chat (#54517)
Makes fix chat more robust as well as giving a more visible method to fix it.

Stand in while I investigate methods to hopefully make this unneeded.
2020-10-23 08:50:04 +03:00
Yenwodyah
917c96460f Snow legions spawn snow legions instead of regular legions (#54531) 2020-10-22 20:38:40 -03:00
Jordan Brown
94b076bd5a Out of repo maps part 1: JSON Improvements (#53663)
Replaces the map job changes code system with a JSON based one.
Added map versioning to the config JSON.
Formats map config JSONs.
2020-10-22 20:29:32 -03:00
Gandalf
f5e3dda4f6 Vended items now go into hand (#54463)
Items that you buy or vend from a vending machine will now be transferred straight into your hand, provided certain conditions are met.
2020-10-22 17:44:04 -03:00