Commit Graph

53365 Commits

Author SHA1 Message Date
ArcaneMusic
c6ed8a7fad Improves cardboard box consistency. (#53525)
* Improves cardboard box consistency

* Also gives them cardboard datum mats.
2020-09-08 20:09:01 -07:00
Whoneedspacee
2a4bf712af Fix ruins overlapping the station and away missions increasing world size (#53558)
Changes the bounds size proc from async to not. We need to make sure 
the bounds on map templates are correct before they are spawned or 
weird issues can happen. Fixes #53542. Fixes #53562.
2020-09-08 20:01:27 -07:00
ShizCalev
66df9ecff6 Merge pull request #53540 from itseasytosee/bonk
Nightmares no longer bash people over the head with the blunt end of their light eater.
2020-09-08 21:34:11 -04:00
Qustinnus
9cb35cad29 Allows you to use the ability of vatbeasts when riding them (#53266) 2020-09-08 17:58:13 -07:00
LemonInTheDark
834c87b2c9 Merge pull request #52907 from Wallemations/master
This pull request adds the neutral quirk "Tongue Tied", which relegates the user to sign language, along with both the positive and negative effects this can have. After some thought, I had decided to make it neutral due to the overall impact its effects can have.
Effects include:

    Having one hand full causes your speech to be obscured. Having both hands full makes you unable to speak at all. This also applies to the removal of said limbs.
    Obviously using your hands would hinder speech over radio, so to get around this, Nanotrasen have developed a special kind of glove for those with this speech impediment! Don't lose them though, or you'll have to create new ones.
    The deaf can understand you, and you're "immune" to being mute as long as you can sign! Of course, good luck communicating with anyone who's blind.
    Punctuation? In my visual-based language? Hell no, you better learn to read people's faces. When someone's eyebrows are raised, they are surprised/exclaiming, whilst lowering ones eyebrows indicates they are asking a question. Just like real Sign Language!

Awards players who pick it for being more aware & efficient with their inventory, whilst punishing them for carrying items in their hands 24/7. It further opens these players to new communication options & challenges, whilst giving people who go against them new hurdles & weaknesses to exploit.
2020-09-08 14:05:51 -07:00
TiviPlus
c750c51edc WHY DO I KEEP BREAKING THINGS (#53557) 2020-09-08 19:23:45 +02:00
Donkie
53b212ddf2 Process procs now properly utilize deltatime when implementing rates, timers and probabilities (#52981)
* Process procs now properly use deltatime when implementing rates, timers and probabilities

* Review fixes

* Geiger counters cleanup

Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now

* Moved SS*_DT defines to subsystems.dm

* Rebase fix

* Redefined the SS*_DT defines to use the subsystem wait vars

* Implemented suggested changes by @AnturK

* Commented /datum/proc/process about the deltatime stuff

* Send delta_time as a process parameter instead of the defines

Also DTfied acid_processing

* Dtfied new acid component
2020-09-08 10:24:05 +02:00
Wallemations
4f81809a9e Merge branch 'master' of https://github.com/Wallemations/tgwallstation 2020-09-07 23:43:54 -04:00
Wallemations
e38c3072b2 changes deaf_message 2020-09-07 23:43:02 -04:00
Wallemations
3779dfe2a3 Merge branch 'master' into master 2020-09-07 21:42:22 -04:00
Wallemations
044665b656 removes uneeded else & changes deaf_message 2020-09-07 21:36:33 -04:00
Fikou
123450725d adds trait injector mapping helper (#53473)
adds trait injector mapping helper and updates the traits_by_type list
thanks to anturk and mso
2020-09-07 21:59:39 -03:00
ArcaneMusic
90e6472242 You can now tap TCG cards. (#53459)
Basically the last groundwork TCG PR we need before we can sew the rules into the game, you can now use TCG cards on the ground with a new radial with an empty hand to either tap, flip, or pick up individual cards. This will also mean that using a deck on a set of individual cards on the ground is now the fastest and most efficient way to pick up cards now.

 Author's note: Opponent's card was not "deleted for effect", it was sent to the Shadow Realm, for all eternity.
2020-09-07 21:53:19 -03:00
Unknown
f117da4de8 cronch 2020-09-07 17:59:50 -05:00
Wallemations
51770d773d swaps findtext for variables 2020-09-07 18:46:16 -04:00
LemonInTheDark
208309def9 Merge pull request #53377 from ArcaneMusic/plumbingfixesrev2
So, I may have made at least one... maybe 1.5 math errors. Namely, the reaction volume on every reagent was the full 200u. This is bad for bitcoin, as it means that you can instantly bottom out most reactions and drown someone in 1000 units of water in a single second! That's bad.

Also! On that note, vapor reaction was also transferring reagents that otherwise helped contribute to the above problem. I've yeeted this in kind, but I'm willing to do some more testing and planning to see if they were specific to the reaction volume fix first, but to be safe vapor is vape-aint.

Lastly: Gas chems were producing way, way, WAY too much gas even once the above two points were occuring. So much gas, that it was capable of filling a 8x10 tile airless room in a timed 1 minute 40 seconds. So, we've slowed the roll of the free reagents being produced by synthesizers, and brought it down to 1/5th of the reaction volume to 1/20th. That sounds like a massive leap, but trust me, you could produce millions of KPA very, VERY quickly without it, but at 1/20 it was actually sort of reasonable.

Edit: Apparently this also fixes #46413 as a result of removing the obj_react from the above gasses!

Fixes #53357. Also, prevents reagent synthesizers and showers to behave EXACTLY like gas miners, but free. Also, prevents 1000s of reagents from being multiplied through the use of showers.
Changelog

fix: Showers no longer have the vapor reaction, as before the changes.
fix: Showers no longer produce ludicrously over-scaled chemical reactions.
balance: Gas chems now produce 1/4th less gas when released into the air as before.
2020-09-07 15:12:51 -07:00
Coffee
f4ea237a6f Makes highlander turn off pacifism (#53504)
Makes gaining the highlander antagonist status turn disable the pacifism quirk. It will re-enable if you lose the status, although that doesn't happen often.
2020-09-07 19:06:00 -03:00
AnturK
5d8c21e2d1 Fixes spacemandmm detected for mistakes. (#53503) 2020-09-07 19:05:22 -03:00
NightRed
0e5598ba5b Unit tests for expose_mob (#53498)
This is a set of unit tests for expose_mob.
This tests that INGEST, TOUCH, VAPOR, PATCH, INJECT are triggering on standard exposure methods.
2020-09-07 19:04:29 -03:00
msgerbs
9e705731d9 Cleans up an unused var added for smugglers satchels (#53501) 2020-09-07 19:02:17 -03:00
ArcaneMusic
2d8fee9bd0 Updates conflicts. 2020-09-07 16:58:21 -04:00
NightRed
5e1ac517a9 Fix random arcade cabinets always facing south (#53499)
Fixes #53479.
2020-09-07 13:57:51 -07:00
ArcaneMusic
3bddcbd506 Merge remote-tracking branch 'upstream/master' into plumbingfixesrev2 2020-09-07 16:57:20 -04:00
Jared-Fogle
4c358cd25f Performing a head transplant will now properly preserve the appearance. (#53494) 2020-09-07 17:56:16 -03:00
Kyle Spier-Swenson
97e7b9683d Fix bicon, fix asset hashes being incorrect. (#53441)
icon2html will now always show the south direction unless passed a specific direction to show. Null can be explicitly passed with an atom to use the atom's direction. This is to work around icon() returning a blank icon if passed a direction that the icon doesn't define, instead of defaulting to south like the client does. This should also cut down on the number of assets generated by shift clicks

If icon2html is given an atom with an invalid icon state, it will use the atom's compile time icon_state, so smoothed icons can show their mapper's helper icon instead of the entire dmi.

Asset cache will now copy files to disk before md5ing them, to deal with byond not always returning the correct md5 for rsc references.
2020-09-07 17:54:26 -03:00
Ryll Ryll
e9ee817cb4 Fixes admin tickets displaying as improper nouns (#53485)
Admin tickets were having "the" prepended to them when displayed in the status tab, because ahelps are treated as datums and BYOND likes to help out and treat them as nouns when printed. This resolves that.
2020-09-07 17:49:14 -03:00
TiviPlus
d4cdb49133 Mecha followup one (#53470)
fixes #53384
fixes #53327
fixes a bug where mechs could move too fast
fixes cooldown being inconsistent
makes strafe behavior better
fixes lights being very small

fixes #50639
fixes #47373
fixes #43605

Moved some code to the correct spots and did the varedit bitfield thing
2020-09-07 17:44:54 -03:00
YPOQ
d9aff3da6e Fixes the arena shuttle (#53458)
This splits the actual arena of the arena shuttle into its own map file that is loaded onto it's own z-level. The old method of including a non-shuttle area in the shuttle map file doesn't work with the current shuttle loader. It also fixes shuttles being loaded twice when purchased which created problems with landmarks being left behind in the reserved z-level.
2020-09-07 17:24:10 -03:00
Ghilker
5543c6db46 crystal invasion balancing and fixes (Now with extra rework!) (#53399)
Refractored code so that the more_portals() proc gets called by the event instead of a CALLBACK
Balanced mobs spawn from portal and how much damage they deal
Fixed grammar stuff on crystal consume announcement
Ligthing aoe projectile now have a no_stun version for the boss rank
Lowered time needed to use the crystal stabilizer to 7 second total
Crystal mobs have TRAIT_TESLA_SHOCKIMMUNE to prevent boss from hurting himself and the other crystal mobs
Added check at start of event for presence of the supermatter crystal

New: Revamped event a bit, now instead of random portal appearing a random, there will be from 2 to 5 main portals and around those 6 more portals will appear; after that centcomm will announce the position of those new portals. Now the players will have to close those main portals before being able to stabilize the crystal because there will be a shield around it powered by those portals. Everything else will be the same (like how to close the portals and stabilize the crystal)
2020-09-07 16:52:10 -03:00
Shirbu
53df2b2fe6 Reduces the light range of all beam (lasers, disablers, emitter shots) projectiles (#53328) 2020-09-07 16:48:32 -03:00
Qustinnus
c6be808bf3 Moves over cakes to newfood and transfers reagents when crafting (#53316) 2020-09-07 15:04:14 -03:00
TemporalOroboros
f2e4cdc2c1 Fix chemical exposure (#53491) 2020-09-06 21:53:04 -07:00
ArcaneMusic
87815708cf Fixes linting error. 2020-09-06 23:52:39 -04:00
LemonInTheDark
34ac0e96ee Merge pull request #53397 from Dennok/patch-40
Set different layers to different piping layers
different layers to different piping layers
pipes should be displayed in a fixed order
better pipe visuals
2020-09-06 20:01:58 -07:00
Kyle Spier-Swenson
998956ec63 fix discord verification instructions (#53467)
these quotes kept getting selected because ie is a microsoft product and microsoft fucking hates their users so they do that thing where selection snaps to word boundaries
2020-09-07 13:26:12 +12:00
Wallemations
0640963280 uses variables for punctuation checks 2020-09-06 18:07:27 -04:00
Maurukas
5abd48b389 Fix cryo reagent injection (#53477) 2020-09-06 14:58:51 -07:00
Dennok
8acd462c77 Tweak passive_gate (#53375)
Make some more precise description.
Increased max out limit pressure settings to 100 atmospheres, since volume_pump limited 9000 kPa (~90 atmospheres)
2020-09-06 17:56:49 -03:00
ArcaneMusic
aaaf3b6379 Merge conflict but god you just changed like the whle proc I'm weaping 2020-09-06 12:10:03 -04:00
ArcaneMusic
014c802f2d Merge remote-tracking branch 'upstream/master' into plumbingfixesrev2 2020-09-06 11:18:10 -04:00
Timberpoes
cced2d5cdc Nanite Increased Diagnostics Program (#53157)
Makes nanite reduced diagnostic function baseline and adds new increased diagnostics program

* A better way

* Increased Harmonic Nanite research costs by +1000/+1000

* Harmonic nanite passive boost.
2020-09-06 14:40:56 +03:00
uomo
ca19c4ebe3 Change "Hear Admin Triggered Sounds (Midis)" to "Hear Admin Triggered Music/Sounds" (#53457) 2020-09-06 04:04:29 -07:00
YPOQ
38e5a8fccb Fixes internal martyrdom (#53460) 2020-09-05 22:32:00 -07:00
Ryll Ryll
8fd1c42d9e Zombies can be decapped again, un-nerfs esword/armblade/etc wounding power, improvised cauterization tweaks (#53349)
#53117 introduced a few minor bugs with the health system, in this case, zombies being un-decappable due to an oversight in the head/chest dismember requiring full death rather than either full crit or death. As zombies (or anything with TRAIT_NODEATH) can only reach hard crit and not death, this meant they couldn't be decapped/disemboweled. This fixes that. It also fixes krokodil addict zombies being unwoundable due to not having flesh or bone traits.

Next up, I originally set really high negative wound bonuses for high damage weapons like eswords and armblades since they already had high damage and dismember power by themselves. Now that dismembering is tied to wounding power (and I have a better sense of balance values), these harsh nerfs are no longer needed or wanted, and you can actually dismember people worth a damn with an esword again. I also punched up the wounding power of a few other weapons like saws and scalpels to less awful (but still not optimal) against armor.

Attacks currently have an 80% chance to hit the limb you're aiming at, which can make destroying a limb a complete pain even if the target is already down and out. As such, attacks against prone targets now have a 90% chance to hit the targeted limb, cutting the miss rate in half.

Lastly, trying to cauterize bleeding wounds with improvised tools (anything hot that isn't a cautery) is now slightly less efficient than a real cautery and requires an aggro grab on the patient to apply. No more trying to cauterize the person you just attacked with an esword because you were on help intent!
2020-09-06 01:37:45 -03:00
Tony
25278c369f Fixes bonesetter material duplication (#53443) 2020-09-05 22:28:47 -03:00
Tony
c03794c934 Medical belt/medical aid kit consistency updates (#53442)
Lets the new blood filter tool be put in medical belts/medical aid kits since those are supposed to hold surgery tools
Lets spray bottles, amputation shears, and surgical tape be put in medical aid kits since it's supposed to hold the same stuff as the medical belt (I didn't add the plumbing stuff to medical aid kits though since chemists don't get them)
Removes bio bag and chem bag from the medical first aid kit since they're too big to go in there anyway
Adds blood filter mode to the debug omnitool since it's supposed to have a mode for every tool define
2020-09-05 22:28:15 -03:00
tralezab
55abbf3a7e Mafia achievements can no longer be earned in debug games (#53446) 2020-09-05 22:20:18 -03:00
NightRed
97d969dfca Many issue fixes for stomachs and chem interactions (#53440)
This changes the has_reagent check to work with stomachs.
Several supporting procs have been added to fully support this behavior.
end_metabolization will work as expected again
expose is working with INGEST items again
on_mob_add working as intended
on_mob_life has been reviewed and worked over.

Health Analyzers now show stomach contents, same with the medical kiosk.

Included the unit test to validate reagent checks.
Unit tests for the new procs on mob
2020-09-05 21:57:30 -03:00
LemonInTheDark
d60ed7d9e8 Gives the Chef a Beacon to pick their ingredient box (#53146)
* adds ingredients beacon

* starts the chef off with an ingredient beacon instead of a box

* Update boxes.dm

* Revert "Update boxes.dm"

This reverts commit b89fadab04.

* optimizes the list thingy (thank you, Floyd)

* Fixes a typo in one of the comments

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>

* fixes a definition

* moves ingredient box/beacon code to miscellaneous instead of boxes

* adds the random option

* adds a cute little bit of 'flavor' text... get it?

* Revert "adds a cute little bit of 'flavor' text... get it?"

This reverts commit a6541bf220.

* adds references to a new company and a bit of fun text

* moves randomFood out of the for loop

* Revert "moves randomFood out of the for loop"

This reverts commit e2c5171fce.

Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
2020-09-05 16:09:23 -07:00
lovegreenstuff
dc2f2769a7 Fixes a Probital/Food oversight regarding protein (#53410) 2020-09-05 18:37:19 -03:00