Commit Graph

30784 Commits

Author SHA1 Message Date
oranges
add37bea48 Merge pull request #20890 from MrStonedOne/patch-256
Fixes browser datum's not having a style.
2016-10-10 17:45:13 +13:00
Lzimann
5cea8f8180 Changes the height. 2016-10-09 23:27:17 -03:00
Lzimann
5b61b66c65 Adds hand teleports to it aswell. 2016-10-09 23:23:59 -03:00
WJohn
5820fb452c Merge pull request #20862 from Kraseo/cypherkey
Resprites encryption keys
2016-10-09 21:33:12 -04:00
Lzimann
d0bc42f189 Adds a cancel button to some inputs
- Teleport scrolls
- The admin-pm verb
- To add a ban(in the place where you put the ban reason)
- When you edit/add a new note.
2016-10-09 21:28:14 -03:00
Kyle Spier-Swenson
c0626135ea Fixes browser datum's not having a style. 2016-10-09 16:34:33 -07:00
Joan Lung
ce40d29ead Makes the pronoun helper proc names less horrifyingly long (#20780)
* why were these so LONG, what the fuck

* gosh

* pronoun agenda
the true agenda is killing coiax's squished lines
2016-10-10 12:28:25 +13:00
Cheridan
970f88c6b5 Merge pull request #20832 from X-TheDark/stock_fix_maybe
Possibly fixes exponentially increasing stock prices
2016-10-09 18:26:38 -05:00
swindly
368c99bdf2 Removes unseen message from Cellular Emporium (#20865)
* removes unseen message from cellular emporium

* removes unused value
2016-10-10 12:16:10 +13:00
Joan Lung
632a997586 Merge pull request #20809 from optimumtact/mob_living
Reorder mob living destroy
2016-10-09 19:06:01 -04:00
Joan Lung
aff963275b Merge pull request #20816 from MrStonedOne/patch-253
Fixes things getting diag directions from diag movements.
2016-10-09 19:04:33 -04:00
erwgd
7603a62c5b Removed MAT_METAL=60 requirement from replacement light autolathe design, removed MAT_METAL=60 from replacement light materials 2016-10-10 00:01:36 +01:00
Cheridan
db5b96f78d Merge pull request #20863 from ChemicalRascal/master
Make compressor efficiency good, not bad
2016-10-09 17:57:05 -05:00
Joan Lung
a88eb76aec Remove an unused proc #20825 2016-10-10 11:47:14 +13:00
Joan Lung
9c93fb8b59 Removes the mob "memory" var (#20814)
* Removes the mob "memory" var

* MEMERY
2016-10-10 11:46:52 +13:00
Joan Lung
176a6fc404 I'm not actually sure how long that bug existed? 2016-10-09 18:44:47 -04:00
Joan Lung
5ff591e69b NUMBAH THREE 2016-10-09 18:42:05 -04:00
Supermichael777
b1c0a48e0c Fixes #20839 No more double yolk demons (#20848)
* hopefully this prevents the double use edgecase

Fun fact this never actually checked whether it was used up

* My first language I swear

* I supose you could use it to spam ghosts
2016-10-10 11:37:37 +13:00
Igors Rjabcevs
882494f9f4 Fixes communication console input stacking (#20831)
* Adds cooldown check after input code to prevent stacking input windows

* Removes spawns by making cooldown world.time comparison based

* Moves cooldown variables into the console vars section
2016-10-10 11:31:24 +13:00
Joan Lung
306313af52 Player simple animals no longer count as traitors (#20835) 2016-10-10 11:30:45 +13:00
Kyle Spier-Swenson
06a826dd18 Makes browser datum use asset cache (#20847)
* Makes browser datum use asset cache

This should shave one or two round trips off of the lag for player preferences window, since it was sending the css for browser datums every load.

* Fix improper casing
2016-10-10 11:28:29 +13:00
Xhuis
25428b36de Removes the bloodthirst mechanic + more changes (#20851)
🆑

    Removed the bloodthirst mechanic. It was causing a plethora of problems and bugs, and I decided that if people want to be cowards and forfeit their chance at success, they can.
    Claymores now absorb the corpses of any highlander that's dead, instead of just the killing blow.
    Having your wielding arm chopped off now destroys your claymore.
2016-10-10 11:26:43 +13:00
Aranclanos
c5e35c5abb Fixed a runtime where bees would sting a mob without reagents (#20817) 2016-10-09 17:25:52 -05:00
oranges
16e23f2692 Merge pull request #20868 from lzimann/nonull
Hopefully fixes arm replacement not working
2016-10-10 11:25:33 +13:00
XDTM
390a628a57 Crowbar Extraction (#20805)
You can now retrieve materials inserted in a Drone Shell Dispenser with a crowbar.
2016-10-10 11:23:48 +13:00
XDTM
ceedc96509 More Slime Reactions (#20779)
add: Using blood on an Oil Slime will create Corn Oil.
add: Using blood on Pyrite Slimes will create a random crayon.
add: Using water on Orange Slimes will create a small smoke cloud.
add: Using water on Blue Slimes will spawn foam.
2016-10-10 11:22:41 +13:00
oranges
90f364a6c7 More checks after sleep in lavaland chasm code (#20811) 2016-10-09 17:22:15 -05:00
oranges
1bfdc6360b Make sure ian doesn't spawn his puppies in nullspace (#20812) 2016-10-09 17:21:50 -05:00
oranges
504fdf5bea Merge pull request #20771 from ExcessiveUseOfCobblestone/devil-antaghud
Changes the hud "demon" into "devil" and changes sin to sintouched in the antaghud generators.
2016-10-10 11:19:53 +13:00
Joan Lung
d5a9a5fd77 who's mind? (#20834) 2016-10-09 17:19:41 -05:00
oranges
135a8977f2 Merge pull request #20756 from ExcessiveUseOfCobblestone/patch-2
Quick "Fix" to Mime Mechs
2016-10-10 11:19:21 +13:00
PKPenguin321
bc4b4780a9 fixes a bug in monkey examining (#20858)
extra < would display in the message
2016-10-09 17:19:00 -05:00
oranges
980d830eb7 Merge pull request #20702 from TheCarlSaganExpress/sagan_branch
Fixed a runtime error when eating a crayon.
2016-10-10 11:18:44 +13:00
oranges
9d8be7001a Merge pull request #20871 from MrStonedOne/patch-255
Fixes ip intel when grabbing from database cache.
2016-10-10 11:17:29 +13:00
phil235
5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
erwgd
112507d263 Replacement lights contain 60 metal 2016-10-09 20:30:33 +01:00
Joan Lung
31a46f3349 RATVAR_ALLOY_CHECK =/= 0 2016-10-09 14:04:28 -04:00
Joan Lung
0799c0c37a Clockcult fixes 2016-10-09 14:03:12 -04:00
Lzimann
3819806340 Makes "Show alerts" tg's custom browser datum.
Also removed an unused var(viewalerts) from borgs.
2016-10-09 13:38:56 -03:00
Jordie0608
74bdbf35dc various fixes to admin topic 2016-10-10 01:04:33 +11:00
MrStonedOne
44f5632299 Adds config option for hub, removes hub.dm, adds toggle hub admin verb 2016-10-08 17:47:37 -07:00
Kyle Spier-Swenson
dacc59b6e0 Fixes ip intel when grabbing from database cache. 2016-10-08 17:13:58 -07:00
Lzimann
fd305f8a03 Fixes arm replacement not working 2016-10-08 19:44:32 -03:00
James Denholm
308db99837 Make compressor efficiency good, not bad
Previously, compressor rpm decayed as such: max(0, rpm - [(rpm^2*efficiency)/COMPFRICTION]), where COMPFRICTION is very large.

As such, an increase in efficiency increased the rate that compressor rpm decayed at, efficiency being between 1 and 4).

This commit changes that equation to max(0, rpm - [(rpm^2)/(COMPFRICTION*efficiency)]), ergo, an increase in efficiency decreases the rate of rpm decay, making it up to four times slower instead of four times faster.
2016-10-09 01:43:02 +11:00
Kraseo
74ad8b66fb Resprites encryption keys, gives unique sprites to binary translation key and syndie encryption key. 2016-10-08 15:27:48 +02:00
Joan Lung
8dbe5907e4 i'm a good coder this is fine 2016-10-07 18:44:49 -04:00
Joan Lung
fe2d77b43f everything involved in this is awful 2016-10-07 18:11:00 -04:00
Joan Lung
fccd45e279 what is a define 2016-10-07 18:01:56 -04:00
Joan Lung
9e8afbf999 Oh dear (#20837) 2016-10-06 01:07:02 +02:00
WJohn
39659000f3 Further improves various sprites. (#20801)
* Updates sprites in bloodpack, bodybag, items, barsign, and basketball dmis. Moves basketball and dodgeball sprites to items, and resizes baskteball dmi for larger hoop.

* Fixes open bodybag zipper, forgot to add a file.
2016-10-05 21:53:25 +02:00