Commit Graph

2991 Commits

Author SHA1 Message Date
kevinz000
5022863c65 Update view_variables.dm (#45856) 2019-08-12 01:48:13 -07:00
Jordie
2b05020317 Deadchat ban option (#45789)
* adds deadchat ban option

* makes deadchat use new ban type
2019-08-10 02:13:44 -07:00
skoglol
e565f8ec0e Fixes sentience balloon icon (#45791) 2019-08-09 15:10:48 -07:00
TheChosenEvilOne
a7cde8ce39 [Ready] Ports dynamic gamemode from /vg/ (#44639)
About The Pull Request

Port the dynamic gamemode from /vg/.
(Really bad explanation of the mode incoming.)
The dynamic game mode generates a threat number which is used to "buy" rulesets (rulesets are basically your antagonists). This means you can have rounds with for example traitors and cult (you can have up to three roundstart rulesets depending on the pop and threat level), and then there are latejoin and midround rulesets which basically do what they say (latejoin ruleset assigns late joining player as an antagonists and midround assigns ghosts or a currently alive player as an antagonist)
Why It's Good For The Game

This increases the chances of people getting their important antagonist role and makes rounds more interesting (when cultists gets their hand on wizard's magic) when everything can happen at the same time (cult, wiz and traitor could happen on high threat level).
Changelog

cl
add: Ported dynamic mode from /vg/, originally made by DeityLink, Kurfursten and ShiftyRail
/cl
2019-08-09 11:26:03 +12:00
Twaticus
9dfa78cb47 Underwear color (#45630)
About The Pull Request

    Changes our current underwear selection to greyscale so you can color them any way you like, just like hair.

    Removed duplicate underwear types that only served as a few color options(female_yellow, male_blue, ect.) Underwear with designs are unaffected(female_uk, male_commie, ect.)

    Added a new option in dressers to change underwear color.

    Changed some underwear names to fit the new option(female_red is now female_lace, ect.)

A9hAqkxgin
If all is well i plan on adding this to undershirts and socks too.

also HUGE thank you to nonfictiongames for the help!!!!
Why It's Good For The Game

More character customization in roleplaying game GOOD
Changelog

cl
add: Underwear can now have any color. (Your character will most likely be nude now so check your prefs!!)
add: Underwear color option in dressers
tweak: changed some underwear names
imagedel: deleted duplicate underwear

/cl
2019-08-09 11:04:58 +12:00
Jordie
9a1e80fa18 fix null brain in death query and typo correction (#45731) 2019-08-06 21:50:15 -07:00
kevinz000
c6d710d40e VV refactors 2 - Actually not indefinitely WIP (#45217)
About The Pull Request

The thing other than ruining maps that I was working on
Refactors VV to use a more standard way of doing topic dropdown options rather than a huge if/else chain
Marking datums is now a right click option
Moves a few files around too/few procs
Why It's Good For The Game

Makes it easier to add more VV dropdown options in the future, and moving href list keys to defines make misspelling them harder.
Changelog

cl
add: Oh yeah also added a "return value of proccall" option for VV var editing.
refactor: View Variables has been refactored. It should now be easier to make VV dropdown options.
/cl
2019-08-03 14:43:26 +12:00
Rob Bailey
6a26744d83 Clothing /under repath (#45548)
About The Pull Request

repaths clothing/under to be more sane
Also fixed a couple of bugs relating to pathing being incorrect, and modified a couple of bad descriptions and names
Also adds a map path updating script, which also helps show the full repath.
Why It's Good For The Game

improves maintainability, makes mapping easier, stages for a clothing dmi split
Changelog

cl
refactor: repathed all under clothing, keep an eye out for errors
/cl
2019-07-30 19:20:21 +12:00
spookydonut
88eca69eb5 converts some spawns into timers (#45429)
* converts spawns into timers

* linter

* change per review
2019-07-29 02:23:15 -07:00
AnturK
714c61c70f Adds way to add/remove traits for admins (#45503) 2019-07-29 02:21:22 -07:00
RandolfTheMeh
48fbc073e5 [TMC] Defib Rework, Organ Damage Effects (#45104)
* Brain damage works on organ damage procs, some defib reworks

* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again

* Cleans up reused global

* Organ damage procs on living and living/carbon

* Changes brain damage procs again

* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.

* Damage and failure effects for the appendix, ears, and some touchups on the stomach

* Committing changes so I don't lose them

* Organs now cease decaying in the proper containers

* Organ Fridges

* Reverts map changes

* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime

* Actually fixes merge conflict

* Smartfridge tweaks

* Think I figured out map merger

* Evidently not

* Still runtiming with glass shards even after I remove the map changes?

* Fixes runtime error with brain_item

* Runtime fix on living/carbon/life

* Cleaning up old PR code

* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were

* Wrong math operation used

* Brains in MMIs no longer decay

* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts

* Removes misleading comment

* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss

* Removes random spaces, scanners check brain damage severity now

* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it

* List change

* Runs off of an index instead of using cut

* Brains can be put into organ fridges

* Fixes minor type, hotfix for cloning problem

* Removes pointless check

* Demon hearts no longer decay

* Nightmare hearts no longer decay

* Removes istype() check on process, sets can_decompose instead

* Condenses organ damage report

* Removes organ failure messages

* Less organ damage spam, implements organ threshold messages instead

* Brain damage messages go to owner, not source

* Self-examine shows damaged organs

* Minor code cleanup, adds autodoc comments to the new procs

* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.

* Merged the booleans into a set of flags

* Healthy living improves organ healing rates

* dunno why this didn't update

* my actions have consequences

* Sets ORGAN_SYNTHETIC for overlooked robotics organs

* Doubles heart decay time

* 3 minute heart decay

* Lobectomy/Coronary_Bypass heal more

* removes hivemind spells from the changes
2019-07-29 02:18:22 -07:00
nicbn
44a07d712d BoH bombing rework II (#45174)
Ever since the big BoH nerf, BoH bombing is kind of a joke. The damage it does is not really huge, and it's lame for traitors - it lacks emotion and their target may not even die, as they can use the ladders to get away.

So, what this does is add back some soul into BoH bombing, while not making it too round-ending and adding some degree of damage control for admins in case of griefing.
When BoH bombing, a stationary singulo with custom sprite will spawn. Its gravitational pull is REALLY strong, so people near it are probably going to get eaten, and there will be some real damage to the hull. The singulo will cease existing after 5 seconds.

For antags, I think this becomes much more interesting than the current BoH bombing. In the case of griefers, the damage to the station isn't too big because the singulo is stationary and fades away after some seconds. And then, admins can click a button in their chat to bring back everything the singulo ate into the game (the button expires in 10 minutes, however, but this can be changed if you think it is needed).

Settings like gravitational pull can be tweaked if yall find it to be too strong or something.
Changelog

cl
tweak: BoH bombing changed again. Now it's more violent.
/cl
2019-07-25 21:18:01 +12:00
senjx
54b17038b6 Fixes #42319, closes bold tag for IRC admin pms
Adds a missing closing bold tag to fix the formatting of IRC admin PMs.
Fixes https://github.com/tgstation/tgstation/issues/42319
2019-07-24 02:04:47 -04:00
oranges
28f0a5a890 Merge pull request #45236 from Rohesie/fps
world.fps and SStimers safety check
2019-07-22 21:07:55 +12:00
nemvar
2fb1150130 Replace global TAB variable with a define (#45264)
Replaces 4 spaces global var with a define!! BADMINS BTFO'd YET AGAIN!!
2019-07-20 16:22:05 -07:00
L
a03b33be2e world.fps 2019-07-17 10:31:08 -03:00
Kierany9
9e46c1e481 Add assimilation bans (#45149) 2019-07-13 19:15:25 -07:00
ShizCalev
6e44bd3a93 Merge pull request #44796 from kingofkosmos/addswarningspans
Adds warning-spans
2019-07-02 00:47:43 -04:00
nervere
ea6ec655ce Adds CTF and Reboot buttons to check antags panel (#44851)
Makes dealing with end of round grief easier and faster for admins.
2019-06-30 17:19:07 -07:00
AffectedArc07
c4e75bc40b [READY] SSdiscord and Round Notifications (#44231)
* Notify System

* V2

* Adds a hint

* Stoned fixes round 1

* Use grammar wells I can

* This didnt work

* I wish you could test on TGS without committing

* Jordie fixes round 1

* oops

* This took way longer than it should have taken

* Adds in endnotify for serverops

* Spacing
2019-06-30 00:43:25 +10:00
Terra
f2a61476f1 Fixes issue with protected word in MySQL 8.x 2019-06-28 10:31:30 +10:00
kingofkosmos
c969f6d3eb Merge branch 'master' into addswarningspans 2019-06-27 15:12:54 +03:00
kingofkosmos
fb9731492c * extra spaces removed from "span class = '" --> "span class='"
* warning-spans added to cases of "You need..."
2019-06-25 21:03:25 +03:00
Jessica
aa2976cdc9 Added geo-bypass to playsound
Added --geo-bypass
2019-06-25 11:49:53 -04:00
spookydonut
c5f7f5b063 Removes shuttle manipulator (#44655)
* Removes shuttle manipulator

* oops

* moves ui to ssshuttle

* fuck it lets just remove it.

* ooops

* Revert "fuck it lets just remove it."

This reverts commit 8a95879f21d3f4aad3d56e33fa90ebc1940c1e27.

* re-remove the old admin proc
2019-06-23 21:24:10 +02:00
Rob Bailey
65e9888fa6 [READY] Smart Cables (#44265)
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.

Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game

How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.

cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
2019-06-22 10:24:37 +12:00
Shaps
8954265573 Agender fixes (#44597)
Credits to Europaisch for help finding all the records stuff

Fixes a few issues I was not aware of with my initial PR

* Being agender is now a distinct DNA value (fixes agender spessmen
  turning female when having their DNA referenced, like during cloning
  and some rudimentary transformations)
* Neatens up preference code, more in line with previous code, fixes
  an issue with male underwear not surviving preference loading and
  defaulting to female underwear
* Allows agender spessmen to change their facial hair with mirrors
* Change medical, personnel, and security records from sex to gender
  and add "Other" option (they currently display "plural" even for
  agendered species like ethereals)
* The -san honorific now applies to plural gender instead of just
  neuter with the Chinese Cartoons admin secret (highly important)

I have never really played genetics and only tested the DNA code with
cloning and rudimentary transformations while still in a body (which
causes it to reference the old body's DNA, like with cloning). Please
let me know if there's a better way to do this and/or if this is apt
to create issues.
2019-06-19 13:59:39 -07:00
vuonojenmustaturska
8ddc9677c7 examine-code refactor (#44636)
* 1/4 done? maybe?

* more

* stuff

* incremental stuff

* stuff

* stuff & things

* mostly done but not yet

* stuffing

* stuffing 2: electric boogaloo

* Git Commit and the Kingdom of the Crystal Skull

* make it actually compile

* found more stuff

* fixes

* fix AI laws appearing out of order

* fix windows

* should be the remaining stuff

* this time for real

* i guess it should compile too

* fix sechuds
2019-06-19 22:07:57 +02:00
oranges
dbf8658540 Merge pull request #44629 from vuonojenmustaturska/defines
Resolve overlapping defines by adding more specificity
2019-06-19 22:56:05 +12:00
ShizCalev
3e0e818dd6 Merge pull request #44583 from Nickkoranda/SlamThatICIssueButton
Changes IC button to not be as infuriating
2019-06-18 23:29:27 -04:00
Naksu
28b1e366d8 Resolve some duplicate defines 2019-06-18 13:08:53 +03:00
Nalzul
c4571cde25 ClownSlipMeBanHe 2019-06-16 20:59:34 -05:00
AnturK
d979048a9f Fix sequential SDQL being default (#44476) 2019-06-13 19:25:11 -07:00
Tlaltecuhtli
4a247210fd changes how grenades with custom primer are made (#44258)
* assemblies are shit fuck em

* maybe press commit before making a pr

* proxy stuff

* morestuff

* qol stuff

* only 1 wire

* revert that garbage that made me conflict

* changes

* wires
2019-06-11 12:28:35 -04:00
oranges
152e03cfd7 Merge pull request #44363 from AnturK/sdql2traitwrappers
Adds sdql2 trait wrappers.
2019-06-10 10:31:06 +12:00
Whoneedspacee
7c674ea486 [Ready] Adds Support For Player Controlled Megafauna + Megafauna Code Refactors (#44005)
* adds small sprites for many of the large megafauna

moves fireball target code back to drake file

changes the speed of every megafauna mob to its move to delay so player controlled ones have the same speed

adds action abilities to each megafauna so players can select the type of attack they want

refactors pretty much all of the megafauna code to be simpler to edit and easier to read as well as have some consistency in where stuff like initialize goes

lesser ash drake now inherits alt click on instead of normal ash drake having it

hierophant no longer blinks on alt click as well

removes pointless check in legion code for ranged timer delay as the proc that calls openfire already checks that

adds icon for new bubblegum blood tracks

bubblegum blood no longer leaves footstep trails as it caused massive lag when many blood tiles were run over in a fight as well as being way too excessive

* fixes a megafauna bug where they could not attack while in space

megafauna can now move through space normally as they would anywhere else

bubblegum no longer runs from corpses and people dying

* fix the weird line errors

* lots of sins have been cleansed (0 = false 1 = true)

switch cases for player attack selection

bubblegum has been bug fixed a bit (steps can be blood warped to, adds blood warp ability)

bubblegum now has some slight additions to its attacks to keep the fight faster paced

bubblegums enrage mode now lasts longer and makes him move faster

legion now has their speed changed properly when they charge (wow this is an old fucking bug like old old)

bubblegum now tries to be aggressive towards people that are laying down (no more resting under bubblegum charges without consequences)

bubblegum now spawns slaughterlings when he devours targets

* fine tunes new bubblegum attacks and replaces some is_procs with defines

* fixes stupid snowflake stuff in bdm code

specifies in defines for bubblegum

lots of sleep_check_death now to avoid stupid stuff

removes need for hierophant_dying var as well as combines all the blast procs into one since they were so similar
2019-06-09 17:24:38 -04:00
AnturK
cc88cc16ed I shouldn't code straight after waking up. 2019-06-06 21:53:30 +02:00
AnturK
652071d9c8 bluh 2019-06-06 21:48:02 +02:00
AnturK
116ea6c71f Adds sdql2 trait wrappers. 2019-06-06 21:46:05 +02:00
ShizCalev
30fd6ddeac Merge pull request #44280 from kingofkosmos/spanendingfixes
Adds missing </span>'s.
2019-06-04 05:50:50 -04:00
vuonojenmustaturska
90467b120d Adds a toolbox verb for spawning reagent containers and grenades (#44261)
Changelog

cl Naksu
admin: "Spawn reagent container" verb has been added to the Debug tab. It can be used to spawn reagent containers and grenades with fully customized contents.
/cl
2019-06-03 12:08:49 +12:00
oranges
8eead98e84 Merge pull request #44213 from AnturK/moreadminabuse
Adds sequential mode to SDQL
2019-06-03 11:08:13 +12:00
kingofkosmos
1bf60bbe06 Adds missing </span>'s. 2019-06-02 21:29:14 +03:00
oranges
5be02315ea Merge pull request #44191 from AffectedArc07/removes-ss-religion
Removes SSreligion
2019-06-02 09:40:45 +12:00
AnturK
a386f71194 Saving/loading custom outfits. (#44183)
* Saving/loading custom outfits.

* Small fix and some more relevant name
2019-06-01 10:31:37 +12:00
AnturK
4d0b44bbb2 Adds sequential mode to SDQL 2019-05-30 19:51:56 +02:00
AffectedArc07
e856ca9de2 Merge 2019-05-29 14:03:03 +01:00
AffectedArc07
9955d0efbc Gives SSreligion the boot 2019-05-29 13:33:04 +01:00
vuonojenmustaturska
fb45b7a017 Turns trait accessors into defines, fixes some bugs (#43820)
It's free performance.
2019-05-06 19:44:05 -04:00
81Denton
546592529c Adds confirmation popup to undelaying round end (#43780)
* Adds confirmation popup to undelaying round end

* Popup lists current delay reason
2019-05-02 12:17:48 -04:00