Commit Graph

10939 Commits

Author SHA1 Message Date
Rob Bailey
d4f678a177 Converts almost every single sound to mono 44.1khz, recuts some sounds. (#43550)
About The Pull Request

As title, except a clarification: sounds that play with no source or direction are still stereo due to that the stereo will actually do something and not just be wasted space.

On a technical level, what I actually did was reexport (nearly) every single sound effect to mono 44.1khz sample rate Ogg at quality preset 5. This resulted in some small increases in file size in some places but other than that reduced file size across the board.

A couple of sounds that were wavs for whatever reason were also converted to ogg, this resulted in some code changes to change the referenced sound effect.

Some sounds were also recut. The grille hit and punches in particular are common sounds that had large and noticeable gaps at the beginning.

All of this has resulted in the compiled rsc file going from 102.7 mb to 83.2 mb.
Why It's Good For The Game

Free space with no (effective) drop in quality.
A standard for audio going forward. (that will be inevitably ignored)
Tighter sounds in some places.
Changelog

cl
soundadd: Downmixed every sound to mono. This shouldn't have resulted in any changes in audio, byond downmixes anyways.
soundadd: Recut some sounds. Sounds shouldn't have large silent/noise gaps at the start anymore
/cl
2019-04-16 22:13:28 +12:00
William Wallace
a944c2a362 Ghosts can analyze gas mixes and some new objects can be analyzed (#43502)
* Ghosts can analyze gas mixes and some new objects can be analyzed

* Replace show_air_status_to with atmosanalyzer_scan
2019-04-16 21:46:36 +12:00
Time-Green
35738909fc Fixes some inconsistencies in genetics (#43583)
* Adds chromosome interactions with more mutations

* Makes upgrades affect printing cooldown

* Fixes a runtime with monkey dna and human eyes
2019-04-16 21:32:30 +12:00
RaveRadbury
423b1ea7f1 Synthetizer is now Synthesizer (#43635)
I'm doing a lot of work on the pAI stuff right now and mad props to
whoever set the loudness booster up, but this typo is killing me every
time I see it.
2019-04-15 18:50:51 -07:00
81Denton
f48b022942 Adds a few more golem names (#43573)
* Adds a few more golem names

* Update golems.dm

* Removes overridden bananium golem special names, adds "Bottle"
2019-04-15 14:54:29 -04:00
WJohn
fdfba8fc47 Fix movement hunger costs (#43607)
It seems it was intended to make movement cost a bit of hunger per tile,
but was actually only happening while you were floating (despite the
comment saying it should be easy).

This reverses that so it's now working as intended.

Testing shows this increases nutrition by about 5.6 per minute of
non-stop (non-floating) running movement. Walking cuts this cost by more
than half as not only do you cover fewer tiles in a minute, but walking
also costs half as much in tile-tile movement.

If you're on meth, expect to get quite hungry from zooming around the
station like a madman at 300 mph, which I think makes quite a bit of
sense.
2019-04-14 21:47:44 -07:00
pireamaineach
f190c0b65f Ports far too many haircuts and beards. (#43564)
* FuCK

* Adds far too many haircuts.

Help.

* Update sprite_accessories.dm

* Update human_face.dmi

* Update human_face.dmi

* Update human_face.dmi
2019-04-13 16:06:56 -04:00
AnturK
05d24f0917 Fix monkeys picking up stuff when incapacitated (#43556)
Only really relevant for items on the same tile as the monkey.
2019-04-10 19:54:13 -07:00
Tad Hardesty
1cae58aeab Fix weird padding issues on Character Setup screen (#43544) 2019-04-10 12:14:27 +02:00
AnturK
fa6a01fe04 Add admin quirk command, fix and unify quirk helpers (#43553)
This whole quirk thing is painful to read and needs a full refactor.
2019-04-09 17:16:15 -07:00
Tad Hardesty
c7390b28d7 Give Cyborg modules their icons in the map editor (#43509) 2019-04-08 10:39:55 +02:00
Brett Williams
e23cc06531 Changes Monkey Tackling to Function Like Disarm Rework (#43424)
* Fix the monkies

* pinned commit
2019-04-04 16:11:17 -04:00
Rob Bailey
a9b39afe66 [READY] Disarm Rework: Shove that Dickhead (#42958)
The War on Stun Based Combat Phase II
About The Pull Request

A massive change in gameplay that affects more than just disarm. Hopefully in an interesting way.
There's two parts to this, part 1 is that disarm's functionality has been entirely stripped out and replaced with essentially a new purpose: Shoving.
Shoving is the new action that occurs when clicking on people while in the disarm intent.
Shoving someone pushes them one tile away from you. If there is otherwise nothing blocking them, they are slowed down very slightly for 3 seconds. If you shove someone again while they are slowed, it knocks ranged weapons out of their active hand. I'm not sure about this part and may buff or remove it depending on how it works in practice.
If the blocking tile has a table on it, they're pushed onto it knocking them over for 3 seconds. If it has another human on it, it knocks them both over, the collateral victim for 1 second instead of 3. If the tile is otherwise blocked besides them, it knocks them down for 3 seconds. All knockdowns cause you to drop items, and do not stun at all and can be immediately crawled away from.
However, once knocked down, if you are shoved again it paralyzes for 4 seconds. This is the same length as the old disarm push. It cannot be chained or extended, shoving them again while they're paralyzed does not extend the length of the paralyze. Once it ends, the person will be up and moving.
Now you might be thinking, why would I want to shove someone unless they're against a wall?
Here's part 2:
Moving into someone in a hostile intent no longer pushes them. They'll stay where they are and your movement is blocked. If you want to get someone out of the way, you need to shove them.
Why It's Good For The Game

Changes a previously RNG based mechanic that was basically just spammed until you got that lucky "I win" roll into a positioning based utility that has a point to use in many situations. Livens up simple melee combat and makes fighting in confined areas more lively and unpredictable. Introduces some new epic gamer strats, I've been playing around and it's pretty fun.
Also why not try something really crazy and see what happens? If it's shit it can be reverted :^)
Changelog

Special thanks to whoneedsspace, the inventor of the singlecap, for deshitcodifying this hard.

cl
add: Disarm has been reworked, instead of an rng based system instead it pushes people away from you. If their movement is blocked it knocks them over. Shoving someone twice quickly will knock ranged weapons out of their hands.
del: Moving into humans while in a hostile intent no longer pushes them.
tweak: Passive grabs need to be resisted out of while on the ground, and can't be directly crawled out of
/cl
2019-04-04 18:58:09 +13:00
Militaires
3ff0287d90 [READY] Outputs Datum Cooldown: For Real Guys This Time (#43038)
cl Basilman
fix: Added a cooldown for datum outputs
/cl

also added an arg called do_owner in playsound that lets the owner of a datum output be different from the atom that plays it, chiefly used for component/squeak so that you can apply the component directly to any single atom without having to fuck with said atom's datum_outputs list so that it can properly play the sound, since the datum output is already stored within the datum component itself.

also send_info now returns true or false based on whether it's cooling down or not, i dont like this and i initially just had a var for whether it's cooling down or not but raz said it saves a var so i guess whatever ill just have it like that
2019-04-03 10:48:37 +13:00
zxaber
3fdd7746ef Deflection tweaks with the MK-I Ripley in mind (#43304)
* (deriuqer) yrammuS

* Also this

* Guess I'll do it this way, then

* You can hit the arms now, too

* Update code/game/mecha/mecha.dm

requested by ShizCalev, committed by Zxaber

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>

* Update mecha.dm

* commited a comment
2019-04-02 20:59:57 +02:00
Barhandar
c3d471ee19 Buffs plasteel golems (#43415)
* VERIFIED golem buff

* Oops wrong proc

* Annnd the description mentioning this.
2019-04-02 01:43:30 -04:00
MrDoomBringer
34ffee6d45 fixe (#43443) 2019-04-01 18:01:44 -04:00
Vile Beggar
c20a86e79d supreme boo (#43414) 2019-04-01 11:59:12 -04:00
oranges
eaf73214e6 Merge pull request #43409 from AutomaticFrenzy/patch/blood-brothers
Fix blood brothers causing the whole end-round report to be bold
2019-04-01 10:33:46 +13:00
francinum
36ec6ec90f Fix inter-server crosshop (#43406)
Lists start at one. Thanks Lummox.
2019-03-30 14:16:42 -07:00
Tad Hardesty
6b175bfd1e Fix blood brothers causing the whole end-round report to be bold 2019-03-29 20:46:12 -07:00
Tlaltecuhtli
ebfc2659f8 [S]nerfs the petting park (#43381)
* exploit fix

* 2

* 2
2019-03-29 17:54:38 -04:00
Spirono
bb74c94391 Change Ethereal low charge damage from brute to tox to prevent dying (#43286)
Turns out brute causes bleeding. Tox does not, so the damage can be
stopped before they go into crit with tox. Stops Ethereals from dying
to low charge to prevent SSD deaths.
2019-03-28 22:06:11 -07:00
zxaber
48af774578 Allows AIs to set camera location hotkeys (#43241)
* Does the stuff

* Changes, see following post.

* Sending the eye to "null" deletes it, apparently

Leme go ahead and fix that

* Oh, that don't work that way.

* requested change

Anything I put here looks like ShizCalev typed it.

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>

* Update ai.dm

* "zero" change in this one

get it?

* Update code/modules/mob/living/silicon/ai/ai.dm

Requested by Cobble, committed by Zxaber

Co-Authored-By: zxaber <37497534+zxaber@users.noreply.github.com>
2019-03-28 14:42:42 -04:00
zeroisthebiggay
f9272115f7 Service Cyborgs trade their shitty Violin for the epic Synthesizer. (#43288)
* I gave service cyborgs a synthesizer to play Despacito on the Recorder.

* fuck the violin.
2019-03-28 01:56:24 -04:00
AnturK
6ba7c1e428 Add flip on death mode to simple animals (#43331)
It's here for admin varedits or when no one bothers to make dead state
icon.
2019-03-27 22:34:58 -07:00
PKPenguin321
8b8fee0ab5 X-Ray Balance (#43340)
X-Ray vision can no longer be obtained via a random gene sequence at
roundstart. X-Ray now has 35 instability, up from 25. A new gene,
thermal vision, has been added to genetics. You can create X-Ray vision
by mixing Thermal Vision and Radioactive together.

Requiring the gene to be mixed:
- Further timegates it
- Reduces the odds that it will be available in a given round of n length
- Means that you will NOT be able to circumvent the instability, as you
  will never have the gene naturally

Bumping the instability:
- Means X-Ray now takes up a whole 1/3rd of your instability by itself
- Is a serious decision, since you can not circumvent the instability
  (see above)

Thermal vision is just a strictly worse xray
2019-03-27 22:18:20 -07:00
4dplanner
ca194d7b37 [S] Checks for incapacitation when updating mobility (#43302)
* Adds incap check to canusetopic

* Collates if branches

* properly fixes mobility flags
2019-03-25 17:38:43 -04:00
ShizCalev
9ec4499f35 pulling offset fixes (#43307)
* pulling offset fixes

* commentary change
2019-03-25 12:45:46 -04:00
Militaires
3f4007a3b8 Fixes runtime from attempting checking armor on missing bodypart, improves ran_zone selection mechanism (#43222)
* Fixes runtime from attempting checking armor on missing bodypart, changes how ran_zone selects a zone.

* Update code/modules/mob/mob_helpers.dm

pickweight ran_zone is no longer percentage-based

Co-Authored-By: Militaires <ahmedosama2001@gmail.com>

* adds check to second return too

* look how they massacred my boy
2019-03-25 11:29:09 -04:00
ShizCalev
cc56a69695 Fixes mannequin runtime when a person with a nonhuman species has a command role set to high (#43173)
* Fixes mannequin runtime when a person with a nonhuman species has a command role set to high

* AnturK
2019-03-25 11:25:21 -04:00
AnturK
bbbf712e94 Adds beetlejuice component. (#43192)
* Adds beetlejuice component.

* NAMEOF is horrible.

* Okay, this var name is better

* regex
2019-03-25 11:17:09 -04:00
Mickyan
589c9a76f4 Makes strong booze more dangerous (#43145)
* your 12 steps program starts now

* typo slaying

* better approach
2019-03-23 23:59:45 -04:00
Borisvanmemes
edbf49cce0 Makes ED 209s drop DRAGNets and not adv tasers (#43298)
* Makes 209s not drop tasers

A simple oneline untested webediter bugfix, honk.

* Update ed209bot.dm

oh god oh fuck i forgot a single / AAAAAAAAA
2019-03-23 14:01:28 -04:00
ShizCalev
192a5333c3 Automatic deadminning (#42780)
* does the thing

* cleanup

* unbroke deadminning

param broke the verb somehow? honk.

* correct prefs

* more robust handling

* corrected return, cleanup
2019-03-23 10:46:35 +01:00
Tad Hardesty
22e990e7d0 Fix grammar in twohanded wield messages (#43260) 2019-03-22 23:35:40 -04:00
ShizCalev
09c5913eba Fix humans not sending a signal when they're crossed (#43250)
wasn't calling back to the parent.
2019-03-21 20:48:41 -07:00
ShizCalev
12e40e6a14 Fix lava_pools runtime if the target is qdel'd during the loop (#43172) 2019-03-21 20:40:01 -07:00
ShizCalev
b156432b0c Fix pAI interface runtime (#43212) 2019-03-21 20:39:29 -07:00
Militaires
d7975071af Snails now utilize glasses offset system (#43225) 2019-03-21 12:32:12 -07:00
Nichlas Pihl
65a6705869 Renames check_weakness() on /datum/species to check_species_weakness() (#43221) 2019-03-21 12:35:59 -04:00
Spirono
d4fd6da6aa Ethereals don't die to their low-charge damage (#43151)
* Ethereals don't die to their own no charge damage

* oops

* H.health works now, lord knows why

* change less to greater
2019-03-21 11:45:25 -04:00
ShizCalev
ebe3cb2442 Improve grammar on prosthetic limb repair message (#43204)
Repairing robotic limbs attached to yourself will no longer refer to you
in the third person.
2019-03-20 15:46:05 -07:00
Time-Green
c731285891 New snail sprite and fixes (#43132)
* snail sprite update and fixes

* fixes snail cure

* Fixes blood
2019-03-20 11:03:14 -04:00
moo
5e7c8a263c changes the malf APC-hack noise to not go through walls (#43194) 2019-03-20 10:55:45 -04:00
ShizCalev
dd90023114 Fix alpha somatoray runtime when shooting podpeople (#43177)
randmut() had no params which was causing a runtime. Looking into it further,
this looks to have just been left-over code, since it's all duplicated in
species/on_hit for them anyway.
2019-03-19 23:14:04 -07:00
Militaires
83531c80b0 Holy whip now deals more damage to vampires (#43179) 2019-03-19 22:14:43 -07:00
Militaires
06b8fe76a9 Fixes adminheal not curing various status effects (#43184)
* fixes adminheal not curing various status effects

* woops
2019-03-19 20:01:55 -04:00
ShizCalev
d7852e565a Merge pull request #43164 from AnturK/nightmarenonsense
Fixes nightmare name inconsistency and unintended bullet resistance.
2019-03-19 17:37:28 -04:00
ShizCalev
a109adfe74 Fix carbons with no eyes having a flash overlay applied when they're flashed (#43175) 2019-03-19 14:19:07 -07:00