Commit Graph

120 Commits

Author SHA1 Message Date
Buggy123 692d3a6100 Fuck it just genericize the description. 2016-01-10 18:46:38 -05:00
Buggy123 18bab22f25 New spraypaint decal 2016-01-10 18:23:43 -05:00
Buggy123 ebb7e62edc Update crayon.dm 2016-01-10 02:54:22 -05:00
Buggy123 30ceab8c19 Spraypainted stuff no longer appears to be drawn with crayons. 2016-01-10 02:33:07 -05:00
duncathan salt 18b9d67ab5 Merge pull request #14364 from swankcookie/cockroach_guts_fix
Cockroach guts fix
2016-01-06 22:50:15 -06:00
swankcookie d4c3048a31 Removes redundant anchor tags
Signed-off-by: swankcookie <__X__>
2016-01-06 22:08:17 -06:00
swankcookie a7508350e5 Gives /cleanable.dm "anchored = 1" 2016-01-03 20:43:48 -06:00
MrStonedOne b50e8d2a63 removes a bunch of unneeded spawns
spawns have a high overhead.

I only went for easy targets, almost every spawn could be removed with a few subsystems in place to handle delays or cooldowns
2016-01-02 18:23:02 -08:00
KorPhaeron a47b490d2b That was dumb 2015-12-26 07:00:20 -06:00
KorPhaeron 1a958e83b6 Stacking decals 2015-12-26 06:47:07 -06:00
KorPhaeron 6ad132df53 Stacking decals 2015-12-19 07:41:22 -06:00
KorPhaeron d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
MrStonedOne a1bfb37f0c Tweaks lighting some more.
This should be ready to go.
2015-12-02 07:12:37 -08:00
Cheridan ed9b0c35c6 Merge pull request #12612 from phil235/BugFixBoogalooI
bugfixes: bloodcrawl, losebreath, wintercoat, and more
2015-10-25 14:19:11 -05:00
phil235 da84fcd8d2 - Fixes shadowling receiving burn messages even when dead. I've also fixed the same bug for other species and made certain spec_life() procs not run when the mob is dead. I also made slime species a subtype of jelly species since they had a lot of code in common thus reducing duplicate code.
- Fixes odd behavior with emagging airlock and windoor animation.
- Fixes being able to bloodcrawl in oil decal.
- Fixes being deaf after bloodcrawling.
- Fixes wintercoat hood appearing below the mask.
- Fixes being able to attack another mob before the game has started (and other things which used a gamestart check that no longer works).
- Ghosts can no longer become drones before the game has started.
- Removed "bhunger" and "ajourn" mob vars, they are unused.
- Fixes admin-revived morph being invisible.
- Fixes heart attack stacking losebreath very high. Also now losebreath is reset to 0 when the mob dies.
- All mobs no longer have a default strip menu showing two hands.
2015-10-23 20:00:52 +02:00
phil235 d3ee910211 Makes effect system code more OOP.
obj/effect/effect is now renamed obj/effect/particle_effect for better usability.
datum/effect/system and /datum/effect/effect/system are now both /datum/effect_system.
Fixes a bug where wall mounted igniters (and other spark producing objects) didn't produce sparks sometimes.
Moved explosion_particles.dm into the effect_system folder, because it has effect_systems code.
2015-10-21 23:28:29 +02:00
bgobandit e7555de606 Adds the ability for chemists to turn gibs into soap. Gibs can now be scooped. 2015-10-13 20:01:49 -04:00
phil235 0efb30434a Fixes not being able to move during jaunting if you are cuffed and pulled.
Greenglow decal no longer disappears after 2 minutes.
Fixes runtime with explosive implant activation.
Fixes stunbaton infinite cell charge, the baton now turns off if you try using it after its cell has been deleted somehow.
Fixes bloody pulled mob leaving a blood trail in zero G.
Shortens the guardian battlecry message when attacking to lower chat spam.
Items in Morph now disperses a bit on death instead of being all on the same tile.
After reaching a limit of 50 items, morph swallowing items deletes them instead of putting them inside the morph.
Monkeys can no longer modify the hand labeller's text to communicate.
Fixes carbon,radium,uranium 's reaction_turf creating multiple decal on a tile, it now checks if there's already a decal of the relevant type and (for radium and uranium) only transfers reagent to it if it finds one.
2015-10-08 00:48:00 +02:00
xxalpha 22474094ae Merge remote-tracking branch 'upstream/master' into hot_or_not
Conflicts:
	code/modules/mob/living/simple_animal/simple_animal.dm
2015-09-24 03:14:04 +01:00
xxalpha 655b1a77c7 Replaced refactored is_hot() to be an atom proc. 2015-09-24 01:12:38 +01:00
Miauw b8184210bd Removes the shitty red faction poster and replaces it with two new posters. 2015-09-20 20:07:29 +02:00
oranges 48f86bc9f5 clean up more non useful comments 2015-09-17 12:23:44 +12:00
Remie Richards 7b6bbbfed1 Further tweaks. 2015-09-13 16:17:50 +01:00
Remie Richards 4bb97067b2 Tweaks amount of footprints, and fixes some bugs related to footprints, adds shoetype tracking to footprints 2015-09-13 15:36:56 +01:00
Razharas 161156cffc Merge pull request #11585 from bgobandit/legitposters
Poster changes!
2015-09-09 02:38:56 +03:00
bgobandit 2cee8c85dc Reworks the poster lists per cheridan 2015-09-07 12:18:06 -04:00
bgobandit 72ac379bbf henk 2015-09-07 07:18:58 -04:00
bgobandit fd5e854118 IF TRAVIS DOES NOT WORK AFTER THIS I SWEAR TO CLOWN 2015-09-06 14:02:10 -04:00
bgobandit c5984f4359 Merge branch 'master' of https://github.com/tgstation/-tg-station into legitposters
Conflicts:
	_maps/map_files/MetaStation/MetaStation.v41G.dmm
2015-09-06 13:27:51 -04:00
bgobandit 5cbe9e17e2 TRAVIS NOW COMPILES. 2015-09-04 19:17:51 -04:00
bgobandit b9e779dc54 Makes Travis compile hopefully. 2015-09-04 19:13:51 -04:00
bgobandit 261494e659 Made some changes and repathing for posters. 2015-09-04 18:30:58 -04:00
Remie Richards ff07337841 Bloody footprints! Human blood, Xeno blood, and Oil can now produce bloody footprints that fade off as the blood on the shoe fades. Affects gibs too. 2015-09-02 01:32:02 +01:00
duncathan 51c09f16bf makes all Destroy()'s return properly 2015-08-31 00:21:01 -06:00
Remie Richards 83327ca40b Gang tags no longer rotate based on the user's dir, this was fugly and the sprites were NOT designed to do this. 2015-08-10 02:14:15 +01:00
Ikarrus 89f539b804 no message 2015-07-29 19:11:03 -06:00
Ikarrus 3ea9de5053 Territory Tagging Fix
Fixed needing to wait for the next payday before you can tag a territory that has it's old tag cleaned off.
2015-07-29 19:10:22 -06:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
Ikarrus 2191a2c33d Datum-Based Gangs 2015-07-02 15:12:55 -06:00
Cheridan 87cd31c11f Merge pull request #10211 from Ikarrus/burntweaks
Destructible Clothing Tweaks and Fixes
2015-06-29 21:38:20 -05:00
phil235 5f3bcf9eaf Fixes a runtime with cleanable/shreds when it is burnt. 2015-06-28 21:09:54 +02:00
Ikarrus 7894263033 Destructible Clothing Tweaks
- Fixes runtime with burning decals without reagents
- Adjusts some burnable flags
- Removes minimum shred prob()
2015-06-27 13:33:33 -06:00
Ikarrus 8759f56f6f Squashed Commits 2015-06-27 00:09:16 -06:00
Ikarrus 3d5f126779 Destructible Clothing [WIP]
- Clothes can be set on fire and extinguished
  - Any item can technically be set on fire and extinguished now, but only clothes (and paper) actually burn right now
  - All of a mob's clothing are burned if the mob is husked by fire
- Clothes will also have a chance of being shredded if you are caught in a bomb blast
  - The bigger the explosion, the higher the chance they have of being destroyed
  - Outer layer clothing (headgear and exosuits) take the shock first, which absorbs some of the shock for the clothes it covers, according to it's bomb armor
2015-06-25 00:06:47 -06:00
Ikarrus 3b326a973b Additional Changes 2015-06-22 22:29:51 -06:00
Firecage f79e0fc1aa Updates more paths, for example obj/stuff to /obj/stuff 2015-05-31 17:48:33 +02:00
MrStonedOne bd6d51a0b5 Massive MC and subsystem rewrite
MC:
	No longer tracks a subsystem's cpu usage. This was basically worthless and took up space on the stat panel
	Can calculate wait down to a tenth of a decisecond to make it fps/world.ticklag agnostic
	Now allows subsystems to have a dynamic wait, that is based on a ratio of how long that subsystem has been taking to process(cost). (This system allows for upper and lower bounds, and an changeable cost delta for each subsystem)
	MC can now be told to init a zlevel

All Subsystems:
	Stats panel now allows child subsystems to pass it a message to add to its stats entry. All subsystems have been moved over to this system - This should cut down on subsystems having to copy and paste the stats proc in order to add to it
	All subsystems now properlly handle being given a zlevel in their init proc

Subsystem changes:
	Air:
		Added air to the dynamic wait subsystem. upper bound: 50, lower bound: 5, cost delta: 3 times process cost
		Air now fires 4 times faster when it can do so without lagging things up
		Pipenet has been merged into air
		Atmos machinery now processes with process_atmos(), ticked by air, not machinery.
		Hotspots (the fire object) are now object pooled
	Pipenet:
		Deleted, added to air
	Machinery:
		Moved all atmos calcualtions in all objects's process() to process_atmos().
	Lighting:
		Added Lighting to the dynamic wait subsystem. upper bound: 20, lower bound: 5, cost delta: 3 times process cost
	Ticker:
		Fixed ticker not updating the lobby panel when game start delayed
		Fixed the game start timer updating rapidly from queued fires when game start delay is removed
	Garbage/qdel:
		qdel will now limit its process time to 2ds a fire.
		qdel can now be given hints as a return to Destroy() as to what should be done with the object.
		the options are:
			queue: (default) this is the normal behavior.
			letmelive: old default to non-null/zero. does nothing with the object
			iwillgc: functionally the same as above, mainly to let people working with objects know that the object will not be queued for GC checking
			harddel: this will queue the object to be deleted without storing a soft reference, mainly to save locate() processing time.
			harddel_now: this will del() the object. To allow for a clean removal of every del() not in qdel
		All objects have been updated to the new system, harddel and iwillgc was not added to any new objects.
		Fixed some objects not GCing because they didn't properlly clear references in Destory()
		Fixed some objects getting qdel'ed preventing other objects from getting GCed because they did not null their reference to that object.
2015-04-29 02:00:25 -07:00
Ikarrus a46d79245c Squashed commits. You can see what they do in the first commit/PR desc 2015-04-25 14:05:30 -06:00
Ikarrus 7b02a11dc2 Gang Update 5
###Major Changes###
- Influence income changed to provide weaker gangs a bigger boost, while slowing down stronger gangs to promote opportunity for comebacks
- Gangs only earn influence on territories they have held on to since the previous Status Report (the income calculation every 5 minutes). This places more significance on defending your existing territory.
- Victory conditions are only checked during Status Reports.
- Bosses no longer receive territory updates real-time. They now get them all as a list of new and lost territories in the Status Update.

###Minor Changes###
- Goal is now a coeff var so it can be modified in-game for debugging/playtesting purposes
- Simplified some list checks for gang
- Trying to tag an invalid area will just error out and return, instead of the ganger spraying regular grafiti and confusing people
2015-04-25 01:20:04 -06:00
kingofkosmos 1d14471d00 Ellipses to waiting messages. Warning-spanclasses to failing messages with an exclamation mark. 2015-04-24 20:50:50 +03:00