Commit Graph

252 Commits

Author SHA1 Message Date
Bjorn Neergaard 063dd9fb84 Get the code running on 510
* Travis for 510
* Remove json, list2text, text2list, bygex
* Change blind and click catcher to a low plane
2016-02-04 17:19:40 -06:00
Razharas 0826128459 Merge pull request #14698 from Firecage/absolutepathsandifs
Absolute paths and changes one liner if's/else's/else if's.
2016-01-29 03:15:12 +03:00
tkdrg 9ac73a85f8 Merge pull request #14702 from tgstation/RemieRichards-callproc-improvement
callproc now outputs the contents of returned lists instead of /list
2016-01-28 18:57:13 -03:00
Firecage 7f96592b87 Merge Conflict Fix 2016-01-27 13:29:38 +02:00
Bjorn Neergaard f3697fc7d6 Repath air alarms 2016-01-25 12:02:58 -06:00
MrPerson e1b3815539 Fixes some awful defines to not be hacks 2016-01-22 19:07:37 -08:00
Remie Richards cb647aa730 swaps position of newline character, Never produce PRs on a lack of sleep. 2016-01-18 01:30:34 +00:00
Remie Richards 83ef5bc47e newline formatting 2016-01-18 01:08:18 +00:00
Remie Richards def68f134c Missed an argument. 2016-01-17 20:20:35 +00:00
Remie Richards 65a60d438c Adds the ability for get_callproc_returnval() to spot assoc lists 2016-01-17 20:18:09 +00:00
Remie Richards 603bf4624c callproc now outputs the contents of returned lists instead of /list
While it's useful to know when a /list has been returned, it's infinitely more useful to see that list's contents
2016-01-17 20:12:51 +00:00
Firecage 0cb6814c18 Merge conflict fix 2016-01-17 19:15:30 +02:00
Firecage 332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
duncathan 9066bc7c4f Merge branch 'master' of https://github.com/tgstation/-tg-station into listmos
Conflicts:
	code/controllers/subsystem/air.dm
	code/datums/gas_mixture.dm
	code/game/objects/items/devices/scanners.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/life.dm
	tgui/assets/tgui.css
	tgui/assets/tgui.js
	tgui/scripts/interfaces/atmos_filter.ract
2016-01-13 20:07:21 -06:00
phil235 e225fbc850 - Refactor the visible_message() proc to be much faster.
- Replacing some "for(var/mob/o in viewers()) show_message()" by "visible_message()".
- Replacing some "show_message()" by " << "..." " instead.
- Fixes being able to see the results of the health and slime analyzers while blind.
-
2016-01-04 22:49:27 +01:00
MrStonedOne 5d86ed49f6 Merge conflic fix 2016-01-03 14:51:14 -08:00
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
Kyle Spier-Swenson b052e8367f Update debug.dm 2016-01-02 04:07:16 -08:00
Kyle Spier-Swenson 85c037ffe7 Fixes byond trying to create a new /world/ object on admin proc calls
This SHOULD work
2016-01-02 03:25:31 -08:00
duncathan 8392974ad0 fixes associative list; adds gas_overlay to "datum gases" 2015-12-29 22:50:09 -06:00
duncathan 17f167bcb7 associative list 2015-12-29 13:33:12 -06:00
duncathan b18cb5fca8 making shit compile 2015-12-28 08:31:20 -06:00
hornygranny f57031ce4a both proc call verbs will now alert admins when used in addition to being logged
fixes #13707
2015-12-17 14:21:04 -08:00
oranges 134a76cc8f Line ending apocalypse 2015-12-17 14:12:37 +13:00
Razharas 9dac032681 Merge pull request #13507 from neersighted/nanoui_compat
NanoUI 3.0!
2015-12-16 07:43:29 +03:00
Bjorn Neergaard f089428e63 Coffeescript; Bower; Gulp; asset_cache
We now write frontend code in Coffeescript, alongside our LESS.
PostCSS adds hacks to make CSS work on old versions of IE.
Bower is used to manage dependencies.
Gulp is used to build the code.

Images are dropped in favor of SVG or CSS effects.

NanoUI is now a 'simple' asset in the asset_cache
2015-12-15 13:09:51 -06:00
Bjorn Neergaard 8fdfa08e58 Port NanoUI styles to LESS 2015-12-15 13:08:27 -06:00
Tkdrg 8ead3e8628 Cult Overhaul
Cult is awful, so let's try to improve it. Idea by KorPhaeron. I also
took some inspiration from adrix89's sacrifice cult, so credits to him.
Also thanks a lot specially to MrPerson and Iamgoofball for helping
me brainstorm this, and Joan for the sprites for the summoning orb,
the large nar-sie shell, and the new cult antag hud.

Basically, we remove conversion, and turn cult into a magic version of
nuke, with a small team of stealth elite cultists that have to build a
base in the station and sacrifice people in order to build an army of
constructs and get materials to eventually summon Nar-Sie.

Stun talismans and conversion are gone. Nar-Sie is now the only
objective. Sacrifice runes now provide summoning orbs, which you can use
to drop a large shell. Insert enough orbs in the shell and you trigger a
Delta. Defend the shell for 3 minutes and Nar-sie will arise. This shell
is bombproof and singularityproof. It may be summoned up to three times
if destroyed, but you will have to start from the beginning sac-wise.

Runes are now RNG. Each cultist only gets 50% of the runes. Inspiration
is basically The Binding of Isaac here (thank you MrPerson for this!).
Furthermore, many old runes were merged/removed and other new ones were
added. Almost all were massively rebalanced. Cult now also has a
stealthy ritual dagger with high bleeding and throw effects.
2015-12-15 04:59:31 -03:00
Bjorn Neergaard 6005d54d40 Update NanoUI to use the asset_cache system
Also move a bunch of folders around.
2015-11-28 00:56:30 -05:00
Bjorn Neergaard 94e114fee7 Correct several oversights 2015-11-26 07:11:32 -05:00
Bjorn Neergaard 588a170c8d Fix NanoUI debug verb 2015-11-26 07:11:32 -05:00
Bjorn Neergaard 1a44e3d851 Refactor NanoUI API
Also update NanoUI-using code to the new API.
2015-11-26 07:11:31 -05:00
Bjorn Neergaard 5e9c0adc3b Add NanoUI debug verb
A quick tool that helps me reload templates.
Also refactor NanoUI resource code a bit.
2015-11-26 07:11:29 -05:00
Incoming 1f9f0dfc40 Adds subtypesof(). It's shorthand for typesof(path) - path.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
2015-11-16 18:55:57 -05:00
Razharas bf8cdc2896 Merge pull request #12627 from tkdrg/admin_antag_HUD
Adds Admin-only Antag HUDs
2015-10-26 03:57:07 +03:00
Tkdrg 35d09e7cc0 Adds Admin-only Antag HUDs
Togglable by a verb in the Admin tab. Only Rev, Cult, Ops and Shadowling
atm because the others don't have huds/have more than one hud and I'm
too lazy to handle it properly here. Also adds a debug verb for huds.
2015-10-24 02:53:38 -03:00
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
KorPhaeron 20e79ee109 Tweaks 2015-10-11 08:56:13 -05:00
KorPhaeron 31836a5deb Removes in world 2015-10-09 22:37:53 -05:00
AnturK c2a26c81e7 Adds Create Custom Outfit admin verb
Sechud fix
2015-09-08 14:41:15 +02:00
AnturK 1a9b7ad3c0 Admin equipment & ERT outfits 2015-09-07 01:06:09 +02:00
Aranclanos ee458bb3db Merge pull request #11254 from duncathan/pipecleanup
Pipe code cleanup
2015-09-05 04:12:36 -03:00
duncathan 4fc54c238c fixes components not gc'ing; minor tweaks to QDEL_HINT_FINDREFERENCE 2015-09-04 22:09:01 -06:00
Razharas e0e5bbc978 Merge branch 'DSStuff' of git://github.com/Steelpoint/-tg-station into Steelpoint-DSStuff 2015-09-02 14:38:07 +03:00
Kyle Spier-Swenson f4c4a3399c Admins can now use marked objs with atom proc call 2015-08-04 19:10:00 -07:00
c0 667d5e75c3 Transferred body eggs to new organs system 2015-08-03 23:24:17 +03:00
Steelpoint 407641a2c1 DSProposedChange 2015-07-24 16:09:42 +08:00
phil235 34db8dd695 Merge branch 'master' of https://github.com/tgstation/-tg-station into MechRefactoring
Conflicts:
	code/game/mecha/equipment/mecha_equipment.dm
	code/game/mecha/equipment/tools/medical_tools.dm
	code/game/mecha/equipment/tools/tools.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/game/mecha/mecha.dm
2015-07-16 13:50:01 +02:00
Firecage 4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
phil235 ea1780ce97 - Mech equipment was using its unique processing method, with specific timing for each equipment, but now it uses obj processing, I
changed the values so the equipment effect stays the same. Remove global_iterator datum.
- fiddled with equip_ready procs of mech tools.
- removed mecha/proc/do_after and /enter_after() procs.
- Renamed mech sleeper occupant var to "patient" to avoid confusion with the occupant of the mech.
- all non instant tool (drill) now show a progbar when drilling etc..
- action cooldown now use do_after_cooldown() (that itself uses do_after) and start_cooldown (for instantaneous actions).
- Removed mecha_equipment's destroy proc, it's now all in Destroy(). No confusion.
- modified mecha_equipment/proc/can_attach() to not check istype(mecha) b/c it can't not be. (so the child only have one istype check.
- Removed diamonddrill/can_attach() , all done at drill level.
- armor booster now only for combat mech, instead of all except honkmech.
- Removed dynhitby, dynbulletdamage, dynattackby, dynusepower(), dyngetcharge(), dynabsorbdamage()
- I split the tools.dm file into smaller ones: work tools, mining tools, other tools.
- I split mecha.dm into mecha.dm, mecha_topic.dm and mecha_defense.dm
- refactored mech weapon ballistic/launcher, new proj_init proc, more OOP.
- Moving consumes energy! Lights consumes energy. Fixes #9425.
- Fixed #7354 xeno not bursting if host is inside a mech.
- Added action buttons to mech. Moved toggle lights, internal tank, eject, view stats from verbs to action buttons, these can now only

be done via these buttons (removed them from the big stats window).
- Removed port connect verbs b/C it's automated now.
- regular hud is no longer hidden when inside a mech (doesn't matter b/c you can't interact with most stuff in it while in a mecha). Fixes issue 10387
- can't walk when shooting projectiles. Makes walking on your projectile a bit harder. Helps against issue 10315 (but doesn't fix it).
- also made into action buttons: the special abilities of certain combat mechs.
- Added thrown alerts for mech charge and integrity.
- Fixes teleporting occupant out not properly removing it from the mech. Fixes issue 10330
- fixes ballistic mech weapons spinning when launched. proc/throw_at() now has a spin argument instead of using var/allow_spin that was added to all atoms just for that.
- added a update_action_buttons() to ai/life() to handle ai mech.
2015-07-07 19:40:32 +02:00