Commit Graph

7590 Commits

Author SHA1 Message Date
Tad Hardesty
a606618fd2 Rename the "any color" paint bucket to "adaptive paint" 2019-03-20 01:57:02 -07:00
Tad Hardesty
745dbdbbf1 Fix a use of src in a global proc, some kwargs (#43154) 2019-03-19 12:05:34 -04:00
4dplanner
34a90c6af9 makes quantisation level for chemistry finer (#43135)
* Quantises liver purging

* Moves quantisation to holder procs

* Finer quantisation

* Scanners display to 3dp
2019-03-18 11:02:35 -04:00
ShizCalev
cf701f94fc Improve rainbow crayon/spraycan click code (#43146) 2019-03-17 15:02:14 -07:00
oranges
b526be704c TGUI and asset cache sending improvements (#43090)
Pills are now two spreadsheets instead of individual icons.

This reduces assets sent by about 19-20.

Furthermore tgui has been extended with a new proc ui_base_html which
allows a user to customise the html sent as the base for a tgui window.
This allows someone to provide custom spritesheet css as links in a
specific tgui window without having to add it to the global html.
2019-03-17 09:47:48 -07:00
ShizCalev
4c7ef0a78d Merge pull request #43136 from Pandemonium1778/master
Buckler weight adjustment
2019-03-17 08:21:38 -04:00
Tad Hardesty
40cfebf2b0 Add some additional type annotations to lists (#43087) 2019-03-17 12:18:23 +01:00
ShizCalev
1ebbab60ec Fix slippery oil never initializing, move some Initialize() to ComponentInitialize() (#43129) 2019-03-16 19:09:47 -07:00
nervere
a2ee826dbe Fix stunbatons being invisible (#43140)
Stunbatons were invisible because they were pulling from the initial name to
get their icon_state, meaning that their icon_state would be something like
stun baton, stun baton_active, or stun baton_nocell. I chose to do it this
way instead of changing the names of the icon_states because, to my knowledge,
no other sprite names have spaces in them.
2019-03-16 19:03:15 -07:00
Robo-Chap
4a7c9547a1 Update shields.dm 2019-03-15 22:55:24 +01:00
Robo-Chap
da17fbe6ff Update shields.dm 2019-03-15 22:42:30 +01:00
ShizCalev
a46376e22d Merge pull request #43128 from Lett1/firebotpdafix
Adds firebots to robotics pda remote
2019-03-15 17:04:36 -04:00
cacogen
25170d79a5 Makes stun baton two words (#43126)
* Update stunbaton.dm

* Update inventory.dm

* Update misc.dm

* Update inventory.dm

makes the capitalisation in the comments consistent
2019-03-15 14:00:31 -04:00
4dplanner
8773ca52ce Quantises liver purging (#43027)
* Quantises liver purging

* Moves quantisation to holder procs
2019-03-15 11:29:06 -04:00
Strommer Kilian
6d10fb67d6 And also to the rd and atmos pdas 2019-03-14 21:08:58 +01:00
Strommer Kilian
82b3a6d607 Add firebot access to the ce and captains pdas 2019-03-14 21:06:59 +01:00
ShizCalev
a26ffb2040 Fixes wormhole projectors for pacifists (#43096)
* Fixes wormhole projectors and gravity manipulators for pacifists

* code cleanup

* didn't mean to push that!

* removes gravgun

* Update code/modules/projectiles/ammunition/energy/portal.dm

Co-Authored-By: ShizCalev <ShizCalev@users.noreply.github.com>
2019-03-14 15:28:03 -04:00
Strommer Kilian
b323f40481 Update cart.dm 2019-03-12 08:04:19 +01:00
Tad Hardesty
197a311fd9 Fix some proc overrides missing their parent's kwargs 2019-03-11 21:15:26 -07:00
ShizCalev
3249c4cfed Merge pull request #43076 from AutomaticFrenzy/patch/kwarg-calls
Fix several incorrect keyword argument calls
2019-03-11 22:44:02 -04:00
BuffEngineering
1a557b2d63 Fix high security door material exploit, tweaks cost (#43035)
Fixes an exploit that allowed for infinite metal/plasteel to be farmed off of
high security/vault door deconstruction. Makes completed airlock assemblies
start with no wire security and adjusts the material costs of both doors
accordingly. As the high security airlock was fortified with normal metal
unlike the vault door this is a slight buff to it, but I am fairly sure it
will not affect the game balance noticeably.
2019-03-09 13:19:12 -08:00
PKPenguin321
3f47e9a7ec Fix invisible magic hand sprites (#43067)
This happened because I neglected to check for other things that used the
sprites I was moving before I moved them in #42437. Oops. If there are any
other places where these are used (I didn't see any, but you never know),
please say so.

Also slipped in a 3 character grammar change while I was here.
2019-03-09 13:15:39 -08:00
Tad Hardesty
1433e48eba Fix some proc calls with bad keyword arguments 2019-03-09 12:56:19 -08:00
Rob Bailey
ee33e9c6a8 [READY] The war on stun based combat, Phase I: Fuck ranged stuns (#42930)
Nukes the hybrid taser from orbit. Everywhere that spawned it now provides a disabler instead. Standard sec issue? Disabler. Armory? Disabler rack.
Want something with more punch? Beg the warden for a shotgun or an energy gun.
The hybrid taser itself has not been removed from the codebase.
Also removes the stun from the advanced energy gun so it doesn't just become the late game secret powerhouse.
Hoslaser keeps it, but only gets three shots instead of five.
The ebow has been COMPLETELY RUINED as well. See the changelog for details I'm too lazy to copypaste.
Why It's Good For The Game

Fuck stun based combat.
Sec still have their stunbatons, collapsible batons still exist, pepperspray still exists, flashbangs still exist. but now any fight involving sec or anyone who has robusted a sec officer will be less ranged instastun bullshittery.
Changelog

cl
balance: New NT regulations have replaced the standard issue hybrid taser with a pure disabler.
balance: Also fuck the stun mode on the advanced energy gun who thought that was a good idea.
balance: The hos's laser can only fire three taser shots instead of five.
balance: Energy crossbows have been reworked. They no longer paralyze, but instead heavily blur vision, apply a huge burst of stamina damage, and knock you on your ass for one second. Two shots is enough to down someone from stamina crit on both the mini and large versions. The blur lasts for 10 seconds.
balance: The price of the mini ebow has been reduced to 10TC to compensate for this weaker effect.
tweak: The ED-209 is now built with a DRAGnet and fires netshot instead of taser bolts.
balance: Stunshells can no longer be produced in any lathe.
balance: The "pacifier" mech taser can no longer be built.
/cl
2019-03-08 10:30:50 +13:00
Tad Hardesty
990e2c7bc2 Fix a few junk type annotations (#42985) 2019-03-07 10:58:05 +01:00
MrDoomBringer
999169442a Makes pulling money out of IDs more consistent, adds actually useful feedback to pulling money out of cards (#42905)
* zug zug

* makes feedback more useless

* more stuff

* improves breast visibility

* make it talk
2019-03-07 10:55:17 +01:00
Unit2E
9fa337156e makes powersinks dense when anchored (#43023) 2019-03-06 16:03:35 -05:00
81Denton
ca1110eed0 Elances no longer explode when thrown (#42997) 2019-03-06 16:02:26 -05:00
ShizCalev
b16b33f8d8 unfucks cyber organs (#43042)
* unfucks cyber organs

* false
2019-03-06 21:15:57 +01:00
Unit2E
522459fdea Tweaks the powerfist (#43000)
* buffs the throw speed from 0.2 to 1.5

* Adds variable launch speed and gas leaking to powerfist

* Upgrades failure status with weak punch type things and special messages

* Fixes 0 content punch
2019-03-06 10:54:23 -05:00
tralezab
0a51e7e1b9 [PROBABLY READY? REVIEW WITH SCRUTINY] New event: Fugitives (#42554)
* fugitives

* lets make this a bit cleaner

* cultists and the beginnings of security detail, lots of wip

* wip security

* WALDO (and some more work on yalp, of course)

* adding antagonist teams for both hunter and fugitives, roundend report beginnings

* this whole file is shit, but hopefully a little better

* it compiles (+ space police)

* some more work

* S.E.L.F. fluff

* grammar and icon fixes

* lets finish yalp elor, give it the justice it deserves

* moves hunter spawns to ship pods + russians P1

* moves hunter spawns to ship pods + russians P2

* fugitives and hunters now recognize eachother

* hunter spawning finished(?)

* missed this

* ATH's review

* runtime fixed, added yalp's transport ability

* anturk's review

* makes hunter.dm better trust me

* oopsies

* INVOKE_ASYNC

* russian ship + finally a (bad) sprite for the capture machine

* step > pixel, thanks travis

* mooshroom review p1

* mooshroom review p2

* improper use of /improper

* waldo's radio doesn't stick, police id

* candidate picking is more flexible + minor things
2019-03-06 10:17:46 -05:00
as334
3237b64188 [Ready]Fusion V6: Chaos Hyper-Torus Edition (#42748)
* Fusion 6 begins.

* Adds location effects, updates analyzer feedback.

* Fixes a messed up prob statement

* Further work on reaction and some testing stuff.

* The debuggery continues

* Fusion continues

* Removes a check that's not longer relevant

* Tries to make filtering more possible

* More tweaks to make stable fusion more accessible, prevents a rare float overflow issue, makes unstable fusion less rewarding, reduces nuclear particle damage.

* Fixes my really poor implementation of the examine for volume pumps.

* Fixes an oopsie with probability

* Merge, and also tweaks instability scaling
2019-03-05 20:23:41 +01:00
Mickyan
e831716127 Hairstyling update (#42907)
* good hair day

* fluff

* vendor/fixes

* removes redundant loc check

* cobby reviews
2019-03-05 12:23:00 -05:00
ShizCalev
5ff539e360 Candle cleanup and fixes (#42968) 2019-03-04 20:02:56 -08:00
Jordan Brown
e83b6256fa Merge pull request #42972 from TerraGS/bot-cleanup
Cleans up bot construction code
2019-03-03 23:05:17 -05:00
TerraGS
03ed20a7b3 Fix a firebot runtime (#42966)
Firebots were runtiming due to multiple initializations, so this fixes that
issue by calling a proc to refill the extinguisher rather than going through
the initialize proc to do it.
2019-03-02 13:56:59 -08:00
Jordie
e1d5052fa6 Merge pull request #42896 from py01/bundle
New Tactical Syndicate Bundle: Recon
2019-03-02 23:08:09 +11:00
oranges
c833b76980 Merge pull request #42897 from ShizCalev/beartrap-fix
Beartrap fixes
2019-03-02 09:45:05 +13:00
Time-Green
ad1dd38655 Adds snailpeople as a rare genetic meltdown effect (#42889)
Meant to be part of #42864 , but got a little big so I'll add it to wichever gets merged last.
[Snailcrawl demonstration](https://youtu.be/IL7WFpfRo4c)

PROS

- Gets snailcrawl, wich makes them greatly faster and gives them a lube trail

- Their blood is spacelube

- They get a cool armored nodrop snail shell

- They don't slip

CONS

- Very slow

- Punch is pathetic

- Tttaaalllkkk llliiikkkeee ttthhhiiisss

- Extremely vulnerable to salt

- Can't wear glasses

Adds gastrolisis, wich is pretty much [this](https://www.youtube.com/watch?v=lFbPi8o0OEU) spongebob episode where they slowly turn into snails

You can also get gastrolisis by random_reagent_id, so maintpills and botany

🆑
add: Adds snailpeople as a rare genetics accident.
sprite: Snailshell sprites by nickvr628
/🆑
Snailshell sprites by @nickvr628

Why: It's a silly gimmicky race and it's a rare occurence. Also extremely highly requested for some reason
2019-03-02 09:40:56 +13:00
TerraGS
8e68526133 cleans up bot construction code 2019-03-01 14:39:03 -06:00
Kamparauta
8789c1d7e3 Changes the PAI loudnessBooster to a piano_synth, allows choosing of instrument. (#42910) 2019-03-01 13:50:16 +01:00
ShizCalev
05f2ac7317 Cleans up (mostly) defunt crit_fail var (#42908) 2019-03-01 13:45:30 +01:00
Strommer Kilian
34cebb22e0 Adds firebots to the robotics arsenal (#42881)
* initial firebot commit

* add sprites for the firebot

* firebot.dm: More work on the firebot, implemented emag behaviour and better extinguishing
construction.dm: Added firebot assembly

* extinguisher.dm: Added support for the firebot assembly

* fix build error

* commit missing dme

* now drops the helmet again, also added a message for knocking people over

* fix previous commit, thats what you get for pushing without building first

* firebot now deploys firefighting foam when under heat instead of spraying wildly

* fix typos, move defines to top of file and adds undefines to the end

* renamed loc to drop_location for clarity

* fix drop location for real this time

* extinguisher.dm: Add newline to eof
firebot.dm: Make explode() use drop_location properly (for real this time), text fixes, removed improper use of .loc

* Update code/modules/mob/living/simple_animal/bot/firebot.dm

Co-Authored-By: Lett1 <kilian2311@gmail.com>

* update emag behaviour to use cfl3

* recipes.dm: Add crafting recipe for firebot
extinguisher.dm + construction.dm: Move extinguisher on_attack code to construction.dm
2019-02-26 21:01:42 +11:00
gy1ta23
ff24922fb9 Update cigs_lighters.dm (#42900) 2019-02-26 01:18:21 -05:00
py01
854a6ca11c bundle added 2019-02-24 16:08:27 -06:00
ShizCalev
87f14a9885 Beartrap fixes 2019-02-24 14:54:15 -05:00
daklaj
f8a58933e1 Makes riot shields ignore beam projectiles and eventually get destroyed after absorbing too much damage (#42721)
* Riot shield tweaks

* Strobe shields + repairs

* f
2019-02-19 11:17:26 -05:00
81Denton
cd603b9998 Rebalances bluespace beakers (#42792)
* Rebalances bluespace beakers

* based

Co-Authored-By: 81Denton <32391752+81Denton@users.noreply.github.com>

* fixes wrong diamond amount
2019-02-17 20:53:08 +11:00
ShizCalev
74e4f1d558 Fixes syndicate borg L6 icon (#42751) 2019-02-13 13:35:28 -05:00
Kierany9
14fa6040e5 Assimilation 2.0: Not quite a big enough PR to be worthy of the 2.0 title but almost (#42607)
* one

* ???

* big

* sprites

* it is done

* oofs

* no more bad jokes

* location -> reception

* i forgot a feature lmao

* yo lemme nerf this op power

* adjust removal and makes panic less insane

* hey i forgot another feature

* one mind removals

* *laser eyes meme*

* Disables multiple one minds for real this time
2019-02-12 20:02:23 -05:00