Commit Graph

27209 Commits

Author SHA1 Message Date
oranges
8736493c02 Merge pull request #42182 from coiax/fixes-void-popping
Fixes mobs being left in inconsistent state with the Void mutation
2019-01-04 13:15:10 +13:00
coiax
c2c5db8105 Blood contract knives only last two minutes, like the chainsaw (#42074)
* Added admin smite: Mark for Death

🆑 coiax
admin: Admins can Mark For Death with the Smite menu, which functions
the same as someone being blood contracted.
tweak: The butcher knives and the red colouring of someone
marked for death will disappear after two minutes.
/🆑

The primary use I see of Mark for Death? WGW readers. Saw some
other admins use it, but they had to manually spawn in a contract
and use it.

The cleaning up after two minutes is so the station isn't covered in
cleavers, and the RED GET THIS GUY fades, so people can be horrified/thrilled
at their actions appropriately.

* No more smite for death

* Also remove that line

* Only the knives
2019-01-03 11:38:58 -05:00
Dax Dupont
b6be6eff5e Allow non-carbons to use off-station vending machines (#42153) 2019-01-02 15:15:16 -08:00
0d0be32b607ee4ecbc2358f3dd4a27de
00762e4851 [I GUESS THIS MIGHT BE TESTMERGED? I DUNNO] return of the ling action buttons (#41928)
cl 0d0be32, PKPenguin321, Armhulen, epochayur
refactor: Changeling powers are now action buttons rather than verbs.
imageadd: Thanks to epochayur for creating and compiling sprites for every single changeling action button!
imageadd: Thanks to Armhulen for the changeling button background sprite!
/cl

original pr #35394

the two main bugs i saw are fixed. reviving works, monkeyform/humanform works

fixes #41899
2019-01-03 11:33:18 +13:00
subject217
5a52f8a7bf Removes smugglers satchels (#42166)
* Removes smugglers satchels

I love the cutie reading this

* remove smuggler's satchel from code

* removes all smugglers' satchel persistence code

* removes remaining things

storage component for smugglers, the miracle ruin (uses smugglers), the dme
2019-01-02 15:28:26 -05:00
4dplanner
9e962ff5b7 Transparent protection for clothing [READY] (#42075)
* Transparent_protection

* No longer protects captain mask

webedit?

* Use NONE
2019-01-02 15:23:10 -05:00
kevinz000
620195fe22 Fix extraneous naked human icon appearing below all humans (#42155)
How this is happening (to my knowledge) is this:

Although 81Denton was fixing a broken icon_state what he failed to realize
(I'm not the only one who doesn't test okay?) is that we use overlays to render
all parts of a human, rather than a single sprite. Hell the sprite it was
changed to doesn't even have directionals. That sprite was displayed instead of
the usually "broken" non-existing icon (it didn't exist because we never used
it due to the fact we render every part of a human including bodyparts with
overlays instead of a base icon, after dismemberment I believe?) Yeah. This
fixes that by nulling the icon_state so it's humans are invisible by default
before their overlays are applied (which is the behavior before Denton's PR).
2019-01-02 12:11:02 -08:00
Qustinnus
62f61a5867 [READY]New durathread content and durathread modifications (#41959)
* durayeet

* Update code/modules/clothing/head/jobs.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/head/beanie.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/masks/miscellaneous.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* Update code/modules/clothing/under/miscellaneous.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* yeet

* adds armor

* webedits yeet

* adds crafting stuff and removes normal cloth crafting

* ff

* final fixes

* Update code/game/objects/items/stacks/sheets/sheet_types.dm

Co-Authored-By: Qustinnus <Floydje123@hotmail.com>

* done
2019-01-02 14:31:06 -05:00
Jordan Brown
b0739cc13e Merge pull request #42106 from 81Denton/SR-jitter
Adds jitter animation to strange reagent
2019-01-02 11:11:46 -05:00
Jordan Brown
7354908bc1 Merge pull request #42113 from coiax/peaceful-haircut-bug
Heroine buds no longer chop the hairstyle of anyone wearing them
2019-01-02 11:06:47 -05:00
Jordan Brown
a8f39ff19b Merge pull request #42134 from coiax/visible-ayy-cameras
Abductor camera console eyes are now visible to ghosts
2019-01-02 11:05:38 -05:00
Jordan Brown
4aad053f62 Merge pull request #42183 from coiax/latejoin-madness
After a curse of madness has been triggered, even latejoiners are affected
2019-01-02 10:27:25 -05:00
Jordan Brown
c7f6605751 Merge pull request #42131 from 4dplanner/boom
Fixes separated chemicals
2019-01-02 10:24:19 -05:00
Jordan Brown
2a80a2cdd6 Merge pull request #42162 from coiax/notify-every-five
Admins are notified LESS by stationary nuke disks
2019-01-02 10:23:25 -05:00
subject217
9834e3220b [READY] Robustin's Syndicate Infiltrator PR except with the requested changes (#42034)
* Hardened Syndie Shuttle

* Fixes

* Fuck borgs

* Review

* Syndie turrets are now set to lethal by default

* here's hoping

makes the required changes this time with TGM(?)

* dv cleanup 1

* Cleans up two non-replaced plastitanium walls.

Nobody opens commit descriptions. Except the cutie reading this.

* Cleans up the turf I know I changed but somehow didn't in the final version.
2019-01-01 21:15:14 -05:00
Jack Edge
a8ed0da296 After a curse of madness has been triggered, even latejoiners are affected
🆑 coiax
tweak: After a Curse of Madness has ravaged the mind of the station,
the lingering magics also affect anyone arriving to the station late.
/🆑

Why? People joining late get summoned guns, and summoned magic, they should
get summoned madness as well. Why should they miss out on the "fun"?
2019-01-01 23:44:31 +00:00
Jack Edge
18376b12b1 Fixes mobs being left in inconsistent state with the Void mutation
🆑 coiax
fix: Humans with the Void mutation will no longer be able to enter the void
while inside something else (eg. cloning pod, cryotube) willingly or unwillingly.
/🆑

- I refactored immortality talisman effects to stop all this ugly ass code
reusing, and stop the weird modification of the speech invocation.
- I added DNA injectors for the Void mutation for testing.
2019-01-01 23:27:57 +00:00
Qustinnus
0de28b726a [READY]Humans now have hygiene (DOES NOT AFFECT MOOD GO AWAY MOODPOSTERS) (#41986)
cl Floyd / Qustinnus
tweak: You now have to be naked to get the nice shower moodlet, if you shower with clothes you get a bad moodie
add: Hygiene, you slowly become dirty over time, the more covered in blood you are the faster you will lose hygiene. When you are too dirty you will have a stink overlay. (Hygiene doesn't affect mood currently) It also spawns miasma slowly if you smell like shit.
add: adds NEET and neat traits. NEET's get 20 bucks social welfare extra and like being unhygienic, while neat people dislike being unhygienic and like being hygienic
/cl

This doesn't affect mood so plssss dont strawman in this PR about how I'm forcing you to shower or die or whatever

This PR is mostly visual and will allow for people to judge others for literaly being smelly as hell.

also NEET and neat traits which interact with being smelly. (neat likes hygiene, dislikes lack of it. NEETs like lack of hygiene and get some social welfare (20 bucks))
2019-01-02 01:04:51 +13:00
coiax
755a9e4fb3 Uplink pens now need two separate rotations to unlock (#41843)
cl coiax
add: Uplink pens now require two seperate rotations to unlock. This also
applies to failsafe codes.
/cl

With only 359 combinations on an uplink pen, it's crackable given a
small amount of time. With two, it's now 92,981 combinations, which
is more secure than PDA uplink codes (899 * 26 = 23,374).
2019-01-02 01:03:42 +13:00
Jordie
f0cdd841da Ban editing and logging fixes (#42148)
Fixes #42146
Fixes ban created notes being double escaped.
Fixes admin tickets not being resolved for a disconnected client when banned.
Re-adds ban reason to admin log for a ban as requested
2019-01-02 00:31:42 +13:00
4dplanner
b872c9798e Fix squashing (#42135)
Squashed plants now react on the turf they are squashed.

Currently they react on the turf before if they hit a person because they don't
move through the dense object.
2018-12-31 16:04:52 -08:00
Jack Edge
44d178eb51 Admins are notified LESS by stationary nuke disks
🆑 coiax
admin: Admins are only notified about the Lone Operative event weight
every five increments or decrements to the weight.
/🆑

My bad, easy fix.
2018-12-31 23:42:08 +00:00
oranges
210887109b Merge pull request #42122 from tgstation/MrStonedOne-webscale
Makes the ballmer peak webscale
2018-12-31 11:43:39 +13:00
81Denton
a447d08607 Fix missing human icon (#42116)
`caucasian_m` doesn't exist inside human.dmi, which made all default humans show 
up as an error icon in Dream Maker. I added a basic human icon to that file.
2018-12-30 13:09:22 -08:00
81Denton
3e8da58c0e Improves saw cleaver desc (#42112) 2018-12-29 22:53:26 -05:00
coiax
4137da1b0a The wizard Shuffle Race event now no longer changes people's names (#42118)
🆑 coiax
tweak: The Shuffle Race wizard event no longer changes people's names.
/🆑

We've got Change Names and Change Faces for this, sometimes you just wanna stab
a button and make everyone DIFFERENT, but not DIFFERENT PEOPLE.
2018-12-29 22:47:48 -05:00
coiax
7fe47710d4 Only the surgeon of a surgery knows what method of surgery is chosen (#42120)
🆑 coiax
tweak: When laying the drapes for surgery, only the surgeon will know
which proceedure has been initiated.
/🆑

Why? Surgery requires trust, and additional trust will now be required, given
the "brain surgery" and "brainwashing" surgeries have very similar steps. Is
she installing a CNS rebooter, or performing a casual pacification surgery?
2018-12-29 22:41:17 -05:00
Jack Edge
23bd00c945 Abductor camera console eyes are now visible to ghosts
🆑 coiax
add: Ghosts can now see where an abductor camera console is looking.
/🆑

I mean, the AI has it, why not abductors?
2018-12-30 01:37:25 +00:00
4dplanner
e4e36ae705 Fixes separated chemicals 2018-12-30 00:28:59 +00:00
Kyle Spier-Swenson
29828e55a7 Fix adjacent turf calculations for open turfs that block atmos. (#42123)
* Fix adjacent turf calculations for open turfs that block atmos.

Turfs weren't checking rather or not they themselves blocked atmos before looking for open turfs near them.

* How'd that get there?
2018-12-30 03:08:16 +13:00
monster860
5f8b40145b fixes layer manifold icons (#42101) 2018-12-30 01:00:23 +13:00
kevinz000
620db42963 Refactors the Preferences window to use appearances (#41978)
Instead of using expensive getFlatIcon() calls, character previews are now shown using appearance clones in a second map window.

Its creating a secondary map and adding mut_appearances as screen objs on that map.

There are 1 set of dummy objects per client, it also only creates them while the preview window is open and garbage collects them when it's closed.

Because it creates the MA from the main preview dummy mob, the dummy mob's appearance remains a seperate object and they don't affect each other
2018-12-30 00:11:26 +13:00
4dplanner
1305e25e33 Buffs blob [READY] (#42067)
cl
balance: blobs now receive a 50% cost refund on attacks that don't spread
balance: blobs receive a free chemical re-roll every 4 minutes
balance: reflector blobs are considerably tougher
fix: attempting to turn a damaged strong blob into a reflector blob now refunds points
fix: fixed an intregrity
/cl

I think Blob is a great midround antag. It provides a threat that forces the station to work together as a whole, adds excellent drama, and has a cool design. However, it's currently very weak. I think it needs both a buff of the core antag, and then some buffs/nerfs to bring all the different variants into line. This PR deals only with the former.

One thing blob is currently lacking in is kill power. To actually attack someone, or smash through a wall, takes a crippling amount of chemicals (usually 16-20). This means that if the blob fights back through spreading instead of factories it cripples itself. I believe attacking should be cheap to make blob a more dangerous enemy to fight, while not allowing it to reach critical mass more quickly while not in combat.

Re-rolls are very cool and make fighting blob more dynamic. They also help combat the current terrible balance between blob variants so RNG doesn't force you to watch yourself die to fire extinguishers. However, you have to pass up 80 chemicals to get one after your first. In fact, I believe any chemical cost makes re-rolling clunky to use - re-rolls work best as an attempt to throw off a crew that's beating you too easily, and sinking yourself into low points plays actively against that.

Reflector blobs are also rarely used. As they are now, you pay 15 points just to have a reflecting strong blob tile with 1/3rd health, and FOUR TIMES BRUTE DAMAGE. This means that the blob tile dies TWELVE TIMES quicker to brute than it did before! This buffs it to die a mere three times quicker to brute, and 1.5x quicker to burn.
2018-12-30 00:03:10 +13:00
Kyle Spier-Swenson
36eb885aed Makes the ballmer peak webscale
https://www.youtube.com/watch?v=b2F-DItXtZs
2018-12-29 00:28:16 -08:00
Tlaltecuhtli
7245766c01 Fix slime extract (#42096) 2018-12-28 17:18:42 -08:00
Jack Edge
db4c3c557a Heroine buds no longer chop the hairstyle of anyone wearing them
🆑 coiax
fix: Heroine bugs no longer make people appear partially bald when wearing them.
/🆑

Also I renamed the moth clothing snack to a more descriptive name if anyone
gets one by accident.
2018-12-28 22:41:26 +00:00
Denton
d8fd65d2d7 Adds jitter animation to strange reagent 2018-12-28 15:06:05 +01:00
Kierany9
d1638a31f3 Assimilation update: Aesthetic edition (Plus ghost alerts) (#42048)
* aesthetic

* powers remove properly

* oops

* cooldown

* sanity

* mc buggo
2018-12-28 21:37:02 +11:00
Jordie
0d8dda2817 Merge pull request #42052 from FrostyFridge/swarmer
Blacklists shield walls and containment fields from swarmer consumption.
2018-12-28 21:24:25 +11:00
coiax
36c225813c Abductor tongue fixes and tweaks (#42072)
🆑 coiax
fix: Abductors created by abductor mutation toxin will be able to talk
to themselves and to other abductors.
tweak: Abductor tongues now have distinct "channels". A person with an
abductor tongue will be able to attune another tongue to the same
channel as their own.
tweak: Speaking on the abductor channel will always use your mob's
"real name".
add: Abductor teams can now purchase additional superlingual matricies
from their abductor console.
/🆑

Essentially, non-antagonist abductors couldn't hear themselves or each
other because of special case handling when the tongue was present
inside someone with the abductor species, in order so mothership teams
could hear only their team.

Now: All abductor speech is only heard by people with the same
"mothership" var as the speech originator. People can attack_self() with
the tongues to attune them to their channel, in case mothership teams
want to buy additional tongues, attune them to their team, and put them
in their abductee victims. It also means that if you kill the Agent,
stick his tongue in your mouth, you'll be able to talk to the Scientist.

Mobs with abductor training (or observers) can identify which channel the tongue is
attuned to.

I also marked the items in the abductor shop that cost two credits.
2018-12-28 21:20:05 +11:00
81Denton
a91b4e6dbd Improves strange reagent feedback/desc, fixes missing delay/ghost notification (#42086)
* Improves strange reagent feedback/desc

* fixes ghost notify and intended delay

* removes !M
2018-12-28 21:11:27 +11:00
oranges
7d09136d79 Merge pull request #42089 from tgstation/MrStonedOne-patch-1
Fix cid randomizer note repeating more often then it should
2018-12-28 11:07:22 +13:00
81Denton
9cc2096ea1 Add netherworld portal interaction for zombies and skeletons (#42082) 2018-12-27 12:35:50 -08:00
kevinz000
848814b308 Projectiles no longer hit people buckled to the firer, or things the firer is directly buckled to (#41920) 2018-12-27 11:54:39 -08:00
YoYoBatty
a2e4460ba5 Fix a missed argument causing runtimes on jetpacks (#42076) 2018-12-27 11:51:06 -08:00
coiax
c29c029d65 Non-emagged shuttles no longer throw atoms around (#41999)
- Normal shuttles that are not emagged will no longer throw things around.
  People will still be knocked down.
- Emagged shuttles and poorly designed shuttles will also throw things
  around on tables, as well as closets.

Shuttles were not mapped with the idea that their contents would be thrown
around violently every time they moved. This means that things like wheely
chairs, potted plants get chucked about the place. To get around this, the
"magnetic_catch" component was added, to partially bypass this effect in the
first place. But this component is only used in one place, in shuttle loading,
which means if a shuttle is custom built, suddenly and unexpectedly,
everything flies everywhere.

Instead, violent shuttle throwing should be limited to crappy shuttles,
(ie. asteroid with engines) and emagged shuttles. As such, I've removed
the magnetic component from tables and racks, to make shuttle throwing
more violent when it happens.
2018-12-27 11:50:23 -08:00
Kyle Spier-Swenson
d0c14d850d Fix cid randomizer note repeating more often then it should
The expire_timestamp checks were always failing because `null` is not higher than `now()`
2018-12-26 17:00:30 -08:00
oranges
6907ac6775 Merge pull request #41993 from Carbonhell/catshills
Add system for disabling creation of new felinid characters
2018-12-27 09:45:02 +13:00
MrDoomBringer
661c29e1d1 Fixes reverse-supplypods not deleting, also makes them delete from centcom by default (#42061)
* reeling it in

* Revert "reeling it in"

This reverts commit 2b795a8baf5eec89fdc1e6b6a6ef9d36276c2e62.

* does it to em
2018-12-24 15:30:12 -05:00
Jordan Brown
4c3053d5eb Merge pull request #42041 from Jordie0608/alliwantforchristmasisaspaceinGameMaster
Rework of admin rank loading to support punctuation
2018-12-24 15:26:17 -05:00