Commit Graph

12970 Commits

Author SHA1 Message Date
Nick
e3b1e3c8c5 Security citations are now logged to the DB (#58827)
Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com>
2021-05-03 05:17:04 -07:00
Fikou
c0f9d2e7e8 [READY] Tile Reskinning 2: Epic Winaloo (#58801)
extends the tile reskinning functionality to iron, bronze, plastitanium, carpet and pod floors
makes a bit of tile code better
moves some paths around, like elevator shafts being plating instead of floor
adds rotating as a tile reskinning function available on chapel or side floors for example

lets players customize any rooms they would want much more than it is possible now, allowing for more creativity
2021-05-01 02:20:45 -07:00
LemonInTheDark
27385e9d70 Converts the atmos senstive component over to connect_loc (#58266)
* Makes all uses of atmos_senstive pass in mapload as context

* Converts atmos senstive to connect_loc, does some general cleanup to the element, and makes it check the state of the tile the thing is on assuming creation didn't happen as a part of map loading

* Updates connect loc to match the new arg list
2021-04-30 18:35:47 -07:00
Arkatos1
db5420342f Converts space carps to GAGS (#58710) 2021-04-30 03:42:13 -07:00
LemonInTheDark
a924226b50 React optimization + event based processing for tanks, canisters and pipelines (#58418)
* Makes tanks only process when needed, rather then doing it constantly

* Makes portable atmos machines only process when needed, makes adding and removing atmos machinery cheaper, makes the tank processing logic actually work properly

* Makes pipelines only react() when their mix changes, fixes a ton of misuses of update_parents that were causing about 10ms of load for atmos just from reconcile_air()

* Adds in a new reaction framework alongside the old one for profiling related reasons

* whoops

* Cleanup, removes the react profiling code, I've chosen a direction to go here

* Cleans up some code, adds comments describing how to interact with portable atmos machines/tanks and their
mixes, adds a blurb to Atmospherics.md about the topic as a whole, leaves a line of bread for someone to follow
if I get hit by a bus in 2 days (Knock on wood)

* Removes priority from reactions, moves priority groups to the defines file

* whoops

* Converts air_contents to _air_contents, replaces all the out of file things that used it with return_air()

* Replaces the canister air contents uses, converts it back to air_contents, I decided I didn't like the _

* Fixes
2021-04-30 12:29:29 +02:00
ATH1909
ef1f79d7e3 The shivering symptom now actually chills you like it says it does instead of heating you up (#58181)
* ice ice baby

* broader species compatibility

* are you HAPPY NOW?

* should make the code compile

* Apply suggestions from code review

Co-authored-by: Aki Ito <11748095+ExcessiveUseOfCobblestone@users.noreply.github.com>
2021-04-30 01:42:11 -04:00
TiviPlus
e07dc7096d Remove excessively defined snail offsets (#58731)
it annoyed me
2021-04-27 16:56:25 -07:00
TemporalOroboros
9f598a9662 Makes the explosive compressor and blastcannon actually use the TTVs they're given + the explosion changes to support that. (#58015)
* Adds explosion SFX to the blastcannon and explosive compressor

- Extracts the explosion SFX and screenshake proc from the SSexplosions explosion handling proc and lets the explosive compressor and blastcannon use it.

* Miscellaneous changes

- Adds defines for the internal explosion arglist keys
- Reverses the values of the explosion severity defines
- Changes almost everything that uses `/proc/explosion` to use named arguments

- Removes a whole bunch of argname = 0 in explosion calls.

* Removes named callback arguments.

* Changes the explosion signals to just use the arguments list

Adds a simple framework to let objects respond to explosions occurring inside of them.

Changes a whole bunch of explosions to use the object being exploded as the origin of the explosion rather than the turf the object is on.

Makes the explosive compressor and blastcannon actually use the TTVs they are given.

Adds support for things responding to internal explosions.
Less snowflake code for the explosive compressor and blastcannon calculating bomb range.*
Less confusing explosion severity defines.
Less opaque explosion arguments

*does not guarantee that the solution to letting them actually use the TTV is any less snowflake.
2021-04-26 17:31:25 -07:00
Celotajs
76fb2e1712 Convert changelog to TGUI (#58593)
This pull request converts the changelog to TGUI. 
Note: Old unused changelog files will be automatically removed on the next changelog run
Why It's Good For The Game

More consistent UI, ability to view all historic logs.
Changelog

cl Celotajs
refactor: Converted the changelog popup to TGUI
/cl
2021-04-27 08:41:56 +12:00
GuillaumePrata
d8873f5e4a Jelly people can eat toxin food (#58698)
What I assume to be an oversight makes jellypeople and subtypes inherited their toxic_food from humans who can't eat TOXIN kinds of food, including slime based food like slime cakes and donuts.
Eating slime food would get them disgusted, even if it's basically their blood and how they grow.
They now have an NULL for toxin food, like fly people.

Most people would assume that jellypeople can safely eat slime based food...
2021-04-26 02:04:25 -07:00
Spookuni
f895534a32 Headcrab go fast (#58658)
Timber made me do this instead of doing it himself because apparently I break the game too much or something. :(

When changeling egg incubation times were moved over to delta time they weren't properly multiplied to maintain their 4 minute wait time while the egg hatched, instead taking 40 minutes.

Waiting 40 minutes as a changeling for your egg to hatch after biting a corpse isn't very fun.
2021-04-26 02:00:13 -07:00
Ghilker
0b28ea46f1 Fix multiz ventcrawling (#58531)
Allow mobs to travel through multiz adaptors,
fixes runtimes caused by ventcrawling
2021-04-26 01:53:08 -07:00
tralezab
88a9390abb Borgs can once again be chainstunned (#58696)
fixes #58274 (Borgs being unstunnable while stunned)

uh, if this is intended, then someone should lemmie know, close that issue, and i'll close this prr
2021-04-26 01:33:37 -07:00
tralezab
51e4d14918 freezes addictions and sanity during death (#58691) 2021-04-26 01:11:23 -07:00
tralezab
213fd616d8 fixes #58663 (Revs being able to convert blind people) (#58685)
eye and ear protection now consider blindness and deafness
2021-04-26 01:00:58 -07:00
tralezab
3302a25e18 simple animals with no attack no longer self nuzzle (#58684) 2021-04-26 00:59:27 -07:00
Swiftfeather
55e1dcf6bf Fixes a funny regex moment quoting half the file in weak editors (#58653) 2021-04-25 02:16:48 -07:00
Mothblocks
7e4de07506 Remove all gamemodes except Dynamic (#58470)
Removes all /datum/game_mode except dynamic. Eventually, all of mode and game_mode will be removed, and Dynamic will become an ingrained system. Every single other gamemode was unmaintained at best and poisoned other code at worst. Currently all tg servers run 24/7 Dynamic, so the time to act is now.

* Remove gamemode references from age checks

* Monkey

* Remove heretics

* Remove BBs

* Refactor uplinks and remove clown ops

* Remove nuke ops

* Removes and refactors cult

* Remove extended

* Remove and move out meteors

* Removes wizard

* Remove sandbox

* Remove changelings

* Remove traitors

* Remove revs

* Remove gangs

* Remove changing mode and voting for new gamemodes

* get_candidates signature fix

* Summon ERT and NERD in their own panel

* Remove some old unneeded age_check stuff

* Fix old signatures of get_uplink_items

* Use Extended like config for dynamic.json

* Fix discounted gear
2021-04-25 01:55:10 -07:00
RaveRadbury
c2dfe7418a Adds flavortext for trying to speak with a vow of silence (#58640)
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2021-04-24 14:32:08 -07:00
Jonathan Rubenstein
c6369a6fe2 Add exp tracking for Maintenance Drones (#58386) 2021-04-23 17:19:25 -07:00
Trigg
5641e1f66b Dummies equipping outfits no longer call equipped (#58597) 2021-04-23 15:43:45 -07:00
itseasytosee
0d74e3b4cf Security bots no longer remember attacks against them while they are off. (#58605)
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2021-04-23 02:49:57 -07:00
MrMelbert
803d733995 High-danger plants like deathnettles now require botanical gloves to hold instead of any glove type (#58503) 2021-04-22 22:26:29 -07:00
NikNakFlak
9e9cf3c7b0 Adds *slowclap for silicons (#58583) 2021-04-22 22:21:33 -07:00
Seth Scherer
4665ddc471 You can now unbuckle others from a borg (#58570)
* buc

* yeah
2021-04-22 20:18:06 +02:00
LemonInTheDark
6e3c82237b Fixes the issues reintroduced by #58564, In a less silly way (#58566)
Fun fact, there was already a define for qdeling a lazy list. We didn't need to make our other one behave the exact same way
2021-04-22 00:30:54 +08:00
tralezab
2a22f30de4 Robot Factory now replaces you if you're jobbanned from cyborg (#58554) 2021-04-20 19:06:17 -07:00
Mothblocks
9a21cc2382 Fix a lot of nonhuman species being unable to strip (#58499)
Fixes #58495. Also splits every inherent_traits list into multiple lines, so that future traits can be added without conflict or hard to read diffs/blames.
2021-04-18 12:22:23 +01:00
necromanceranne
051a00b4c9 Hollowpoints and similar attacks/weapons double existing armor, not add total armor, to the their targets (#58114) 2021-04-17 08:44:20 -07:00
interestingusernam3
065c89a57a Minor code readability improvement to default values of the breakouttime var (#58456)
Replaces time expressed in deciseconds with time expressed in deciseconds but with use of the MINUTES and SECONDS defines for readability.
2021-04-17 02:30:30 -07:00
Mothblocks
e82a4972cc Fixes edge cases revolving who can strip and who can't (#58445)
Fixes all simple mobs being able to strip, as well as being able to strip when your hands are blocked (e.g. cuffed).

Fixes #58260.
2021-04-16 05:18:07 +01:00
Thalpy
a56a37d438 Fixes traumas caused by bone fractures not repairing after treatment (#58420) 2021-04-15 15:11:18 -07:00
Fikou
5af919bbc5 Revives trader NPCs (#58351)
Co-authored-by: Qustinnus <Floydje123@hotmail.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2021-04-15 14:34:58 -07:00
John Willard
5a2f67f16f Flypeople now have actual eyes (#58414) 2021-04-15 14:03:36 -07:00
LemonInTheDark
a2f56d9fd9 Fixes the anomalous crystal spawning planetary turfs (#58374)
* Makes the colossus crystal use non planetary versions of snow and basalt tiles, to prevent infinite gas diffs

* Make it properly change the air mixture
2021-04-15 14:02:56 -07:00
Trigg
075cd60828 Centralized dummy lookalike generation (#58366) 2021-04-15 13:53:27 -07:00
AnturK
c54afc5dce Adds worn overlay y offset variable. (#58400)
Co-authored-by: Krysonism <49783092+Krysonism@users.noreply.github.com>
2021-04-15 11:06:17 -07:00
tralezab
7d58d8de6c REOPEN: REVERT: Changes faster fireman carrying from a trait on gloves to a skillchip (#58268)
Co-authored-by: SuperNovaa41 <supernovaa41@protonmail.com>
2021-04-15 00:15:45 -07:00
Jonathan Rubenstein
e3d76119fc Disables drone restrictions on Derelict drones (#58412) 2021-04-14 22:47:42 -07:00
Seris02
875cc95cd9 Teensy tiny improvements for freerunning (#58187)
Since climb_time is multiplied by 0.8, climb_stun should also be. Not much point in taking it if whoever is chasing you can still arrive with you stunned on the table and simply pull you off it. If this is too much taken off in total, in my opinion, the stun time should be adjusted, rather than the climb time.
Also reduces the ZImpactDamage knockdown multiplier. Right now both with freerunning and without you get knocked down the same amount, now with it you're actually better at catching yourself on those z level falls and so suffer less of a knockdown.
2021-04-14 22:47:11 -04:00
Ryll Ryll
2f59c935b8 observers can see an ai's laws by examining its camera eye (#58346) 2021-04-13 05:58:19 -07:00
necromanceranne
366ad16c88 Monkeys are now too primitive to pilots mechs (#58352) 2021-04-13 05:30:07 -07:00
Jonathan Rubenstein
456e475da5 Renews Maintenance Drones (#58249)
It's the second try! (First: #48456)

Drones are little robots inspired by Keepers from the Mass Effect games. With laws to maintain both the station, and their distance from the matters of others, they were a great ghost role that let you fix up the station when you were otherwise out of the round. They were in the game for quite a while, but were abused. The abusive players completely ignored the laws and did whatever they wanted. Being tiny ventcrawlers, this became a huge issue for admins.

I attempted to bring them back, this time with some gameplay restrictions to enforce their laws a bit better. It seemed to go well, but I required headmin approval, and this all happened near a headmin election, so the project died.

Recently, some people have wanted to bring drones back. So, they gave me a ring, and I started a discussion with the admin team to see what other changes they would want in addition to the previous ones.

Here are those changes:

    They can't interact at all when close to another being, living or dead
    Their binary chat has been removed to separate them from AI and borgs
    They can only hold a whitelist of items necessary to do their job
    They can only interact with machines necessary to do their job
    The drone satchel is gone, and drones now have built in basic tools
    They also can't interact in some blacklisted high risk areas
    Finally, you must play 40 hours total as a Silicon role in order to play as a drone

Additionally, the drone dispenser is not mapped, and the drones must be researched to be constructed.
Why It's Good For The Game

Drones are a fun way to pass the time, and this time they have a lot less freedom. You can still perform the basic function of maintaining the station, but not without difficulty and tedium. This will allow other station roles to perform much better than the drones, while still letting them chug along at their slower pace.
2021-04-13 13:10:36 +12:00
Greniza
23c9d1860b Adds a muzzle-breathmask (#58330) 2021-04-12 17:26:25 -07:00
IndieanaJones
d3fbd35ffb [READY] Space Dragon Quality Improvement Update (#57942)
qol: Space Dragon's gust attack is now tied to right click instead of an ability button
balance: Space Dragon has received numerous balance changes, most notably that Space Dragon will stall the shuttle until it loses or completes its objectives
fix: Fixed numerous bugs with Space Dragon, most notably the rifts not vanishing after Space Dragon's death
soundadd: Space Dragon now has a custom roar for dying and winning
imagedel: Deleted now unused Space Dragon ability icon
refactor: Space Dragon's speed changes are now controlled using movespeed modifiers instead of direct speed adjustments

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2021-04-12 17:09:26 -07:00
Mothblocks
991cdf37e9 Fixes humans not having any eyes (#58339) 2021-04-12 21:30:30 +02:00
Kangarad
86bbcb9c6a Update lizardpeople.dm (#58316)
Makes Ashwalkers Immune to diseases as they should be.
2021-04-12 06:39:46 -07:00
LemonInTheDark
5f2f566d74 Gives rotting things a timer before they become fully effective to give more leeway for cleanup. Lowers the max values for disease effect and proc chance significantly. Cleans up some silly zone selection code. (#58290) 2021-04-12 01:34:25 -07:00
LemonInTheDark
54f0b0ceb9 Some more harddel fixes (#58305) 2021-04-11 19:37:20 -07:00
tralezab
09ab61ae05 Four New Sects, small rethemes to first 3 (#57820)
Co-authored-by: Fikou <piotrbryla@onet.pl>
Co-authored-by: ATH1909 <42606352+ATH1909@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2021-04-11 22:57:43 +03:00