Commit Graph

13808 Commits

Author SHA1 Message Date
ArcaneDefence
ed03cd6b68 Restores some functions food had (#53892)
Synthmeat steaks are a subtype of plain so that they can be used in burgers the way they could before
Colored burgers have color again, as they were just the greyscale sprite
2020-09-30 16:55:35 -03:00
ArcaneMusic
d65714e9f1 Nice, Corgi Pinning Action for the whole family. (#53913)
Adds pin the tail on the corgi, a basic party game last seen at the summer ball, that I had lying around on one of my branches since then. The corgi is a poster that functions like most other posters, but has an interaction with the fake "Corgi tail" object, which can be pinned onto the poster to visually place the tail onto the poster.

Are you a bad enough dude to pin the tail on the corgi blindfolded?

Fun, cheap entertainment. Might make for a cheap thrill, or help set the scene of a birthday party. Works as a very player driven basic activity.

Also, the tail pins are harmless embeds. I'll leave that here for you to think about.
2020-09-29 23:18:54 -07:00
Timberpoes
ff92111c96 You can now throw things over raillings. (#54062)
Any movable atom with an attached thrownthing datum can now pass harmlessly over railings, and potentially fall safe down to the z-level below.
2020-09-30 01:26:17 -03:00
Qustinnus
eca964db35 Ports soup, snacks, icecream, salads and meat to newfood (#54028)
Ports soup, snacks, icecream, salads and meat to newfood
2020-09-29 20:36:27 -07:00
NightRed
48324f59c6 Fixes up addictions reporting on scanners, and admin full heal (#54056) 2020-09-29 19:26:29 -07:00
nemvar
963779471a Merge pull request #53906 from Rohesie/smoothing
[READY] Refactor icon smoothing to use 8-bit bitmasking
2020-09-29 17:07:12 +02:00
L
3f9244752e nemvar more like nemnerd 2020-09-29 08:47:47 -03:00
Rohesie
3cc7733f34 Moblity refactor: hands blocked and restrained edition. (#53981)
Splits the restrained() proc into component traits: TRAIT_HANDS_BLOCKED for the general inability to use hands and TRAIT_RESTRAINED for the more specific condition that permits arrests.
    Code moved away from the update_mobility() proc so it doesn't have to wait for an update, instead changing based on events. The idea is to eventually kill that proc.
    Wrapper proc added for setting the handcuffed value so we can react to the event of it changing.
    Kills the RestrainedClickOn() proc. That is now just an UnarmedAttack(), in where the ability to use hands can be checked. Monkeys keep their bite attack and humans their self-examine.
2020-09-29 11:23:43 +01:00
TemporalOroboros
f0cbbf0890 Atmos Machinery Variants (#54015)
Adds variants for a bunch of atmos machinery that were missing them:

    unary tanks
    atmos filters
    atmos control computers (and circuit boards)
    atmos tank turfs
    atmos tank outlet injectors
    atmos tank siphon vents
    gas miners
2020-09-29 06:18:37 -03:00
tralezab
f68ac806f8 Reimagines Venus Human Traps (#53880)
Venus human traps now have a new sprite, new sprite for their bud, new sprite for their vines, their bud has icons according to how grown it is, they get sounds for hitting, getting hit, and dying.

oh yeah and I renamed the path flower_bud_enemy >flower_bud
2020-09-29 06:00:35 -03:00
Timberpoes
68f81eda0e Fixes whiteship console losing GPS signal (#53998)
Deconstructing and rebuilding the whiteship console will switch it back to the GPS-less subtype. Added a new board and assigned it to the whiteship bridge console to remedy this.
2020-09-28 19:06:24 -03:00
spookydonut
4157b13132 Fixes incorrect Initialize() arguments (#54013) 2020-09-28 19:02:46 -03:00
AnturK
5acc1a2bcd Duplicating statues sanity (#54018) 2020-09-28 19:02:05 -03:00
antropod
7a32cbebe9 Fixes for Syndicate Forgotten Ship (#53832)
* Fixes missing implant on Syndicate Ship Captain:
  Syndicate Ship Crew Members have their implants. There are 2 boxes of syndicate firing pins in captains locker, but captain can't use them. This change fixes that. Captain had implant initially, but it was removed accidentally in #50597

Fixes spare magazines spawned in lockers:
  Captain has 2 mags for APS instead of 9mm mags in their locker.
  Crewmembers have 9mm mags instead of 10mm mags.
  10mm ammoboxes replaced with 9mm.
  Why do we even have 10mm mags, if crew spawns with makarov and captain spawns with APS.
2020-09-28 12:05:24 -03:00
Timberpoes
9ad38ff0ce Fixes mapstart and random arcade machines (#53958)
Randomly generated arcade machines were getting random boards and initing properly, but they weren't re-built as the appropriate subtype.

This oversight has been remedied. A new subtype has been created for random arcade machines which exists purely to pick a random circuit then create a machine from that circuit's build path before returning that it should be qdel'd.

This new subtype has been appropriately regex find-and-replaced into all maps.
* Objectify
2020-09-27 13:59:07 -03:00
Fikou
067efbce64 fixes nuke core throwing (#53972)
The typepath was wrong, due to an improper feature from a couple months ago, this means that nothing actually happen, and a nonexistent type had a fun new dust. This has been resolved here.
2020-09-26 21:40:40 -07:00
L
baa30b5d42 floors 2020-09-26 12:14:30 -03:00
L
fb38066f09 bitmask 2020-09-26 12:14:27 -03:00
L
5a21a0d92f objs 2020-09-26 12:14:26 -03:00
L
bf1878713f nodiag 2020-09-26 12:14:25 -03:00
L
37fc1b235a diagonal corners 2020-09-26 12:14:25 -03:00
L
e461d7b777 icons 2020-09-26 12:14:25 -03:00
Timberpoes
1f23cc281d Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
2020-09-26 11:52:39 -03:00
Timberpoes
46d64f7d21 Fixes various issues related to machine component contents. (#53943)
Fixes machines not referencing their circuits in their component parts when built manually, causing them to vomit out their circuit board when opened. This also fixes Runtime in _machinery.dm, line 607: Cannot read null.req_components from using the B/RPEDs.
Fixes computers not storing circuits in the contents.
Fixes smartfridges vending their components.
2020-09-26 00:25:24 -03:00
Arkatos1
6613107bb6 tgui: Interface improvements (#53902)
* Tgui improvements

* Shuttle Console tweaks

* Status color keys

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-09-26 06:10:19 +03:00
tralezab
79457e4b0d Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat] (#53728)
add: Icebox now has an elevator! I just took the trousers of every shaft miner to batter town, word.
2020-09-26 01:05:13 +01:00
nicbn
88257cd02f Fixed the multi z pipe adapter (#53829)
So yeah the multi-z pipe adapter was showing the big gmod error.

This fixes it and adds multiple directions and layers for the adapter.

Also RPD now can produce said manifold.

Also this reworks the painting mechanism so that it uses a variable+proc instead of checking for subtypes .
2020-09-25 14:30:58 -07:00
Timberpoes
9c95813da4 Rebalances space loot and space exploration (#53916) 2020-09-25 04:53:43 -07:00
TheBonded
023e0e0ccb Balances plastanium window integrity (#53918)
Changes plastanium windows integrity to 1200 instead of 200, which leaves it with 200 more integrity than reinforced plasma windows. Also increases damage_deflection to 21 to match reinforced plasma windows
2020-09-25 08:50:07 -03:00
Tad Hardesty
df8df0a8a7 Disable some effect systems during init (#53929)
Instantly spread gib streaks rather than doing so over a delay
Completely skip broken light fixture sparking during init
2020-09-25 08:47:32 -03:00
TiviPlus
3dad9ef20f Refactors decals to an element (#53922) 2020-09-24 21:36:17 -03:00
skoglol
c6e3401f2e Merge pull request #53847 from Iatots/paperdoor-fixes-redux
Paper walls have no duplicate knock sounds anymore, paper doors don't appear rotated, adds glass bashing
2020-09-25 02:18:54 +02:00
Timberpoes
c2b8b5c0ce Machines now store their components in their contents. (#52970)
Machine parts are now located in the machine instead of nullspace.
2020-09-24 13:51:40 +02:00
Timberpoes
357d272935 Fix skill related runtimes in mindless mobs. (#53691)
Fixes related to mindless mobs using skills
2020-09-24 13:32:22 +02:00
zxaber
8e98391dfb tgui: Borg tablets and RoboTact as a borg self-management app (#53373)
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* take one

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* part 2

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* part three I think

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* who even knows what step I'm on anymore

* and another one

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* PR time

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* Forward Progress

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* Merge remote-tracking branch 'upstream/master' into SiliScreen

* more foward progress

* RoboTact

* bad tab

* Improvements all around

Plus some changes to vis_overlay to allow for color

* Lights and things

* borg network card

borg tablets lose networking when borg is locked or has no power

* hud changes

not done yet, but getting close

* better modPC screen button

* updoot

* more useful colors

* linter

* Do I finally get a green ✓

* better law sync catching

* hate linters

Co-authored-by: Changelogs <action@github.com>
2020-09-24 13:13:52 +03:00
KathrinBailey
3edffc9606 Chess, Sofas & Shutters - Furniture Update (#53861)
About The Pull Request
A series of changes bulked together to give players and mappers a little more freedom in their builds to make things look nicer.

Chess:
• Introduces a bunch of jumbo chess pieces that are craftable in-game. Sprites are my own.

Shutters
• Defines 100 integrity for the shutters and gives them an armor block so they don't inherit their stats from blast doors. This means shutters will no longer be just a reskinned blast door.
• Redid the sprites for the shutters. They now animate much smoother and look like normal slanted shutters. Their blinking light once animating is also easier to see.
• Added the window shutter; this is a normal shutter with a window so you can always see past it. I've used it in prisons and on armouries in the codebase I'm from to allow officers to see into the areas shutters are protecting, giving the area additional protection of having someone being able to look into it.
• Added radiation shutters. Maintainers feel free to question this. Through extensive experimentation, any rad insulation value between 0 and 1 does pretty much nothing to radiation. Numbers higher than 1 start multiplying it, negative numbers start reducing it. This will stop the radiation from a supermatter irradiating you only if you stand behind it. If you're not covered by the shutters or the shutters are open, they won't protect you at all. They also have their own sprite with a radioactive hazard symbol.
• Added the rad shutters to in-rotation maps on their supermatter engines and the windowed shutters to Metastation armoury.

Sofas
• Introduces the corporate sofa. A sleek grey sofa. The original sprite I ported from Hyperstation's files. I'm not sure where they got the sofa but I was told it was Eris. I didn't see it there but I didn't look super hard. I've updated the sprites on it to work with armrest sprite overlays.
• Ports the sofa sprites from Cit and the armrest sprite overlays. They look nicer than awkwardly floating over the sofa. The sofas are the same, they're just moved a little for the armrest to work.
• Makes the new corporate sofa craftable.
2020-09-24 05:24:06 -04:00
Couls
f174cd671c improve performance of vis_overlays by handling dir by using vis_flags (#53816)
vis dir changes are now handled by vis_flags
2020-09-24 06:00:41 -03:00
Tad Hardesty
f80836d00d Fix broken dmdoc crosslinks (#53896)
- Backtick-escape code samples which contain `[]` syntax.
- Fix all crosslinks to nonexistent symbols.
- Somewhat improve docs for qdel defines, research defines, dynamic mode, and others.
- Remove unused bloodcrawling defines.

Some crosslinks to defined but undocumented symbols remain. For BYOND builtins, a future dmdoc version may link those symbols to their entries in the DM reference. Other symbols could be documented by a future PR.

New "file" crosslinks as used in `research.dm` are slated for release in a future dmdoc version.
2020-09-23 03:47:44 -03:00
Ryll Ryll
80cefef747 Fixes projectile impacts + messages, embedding, adds deployable landmines (#53436)
* icon and alert anim

* hmm

* projectile and embed fixes

* cap mine

* clean up, fix some issues with projectile embeds

* light

* doc

* icon

* awkward

* icon again
2020-09-23 07:53:55 +02:00
AnturK
61e5c556df Custom statues and sculpting changes. (#53154)
### Gameplay changes:
- Spacemen lose their ability to sculpt all minerals into statues barehanded, you need a chisel now.
- You can now create carving blocks out of 5 sheets of most materials.
- Using a chisel on the blocks you can designate what to carve in it (including the preset statues from before).
- Chisels can be printed at autolathe, there's also one in art storage.
### Code changes:
- Squeak component now squeaks on attack_hand for structures.
- Radials now accept atom paths automatically extracting the name with initial.
- Base and rigid stack recipes renamed appropriately.
- Statues now use custom materials.
2020-09-23 02:46:01 -03:00
necromanceranne
149ad4def6 Sprite stuff: missing belt and suit storage sprites among others (#53804)
About The Pull Request
Adds a bunch of sprites including:

A basic nullrod sprite
Belt sprites for the claymores lol nevermind
Backsprites for the cult blade and changed the chaplain's darkblade to fit on the back.
Suit storage sprites for the dark scythe, the cultblade, the spellblade, the claymores, katana and the nullrod

Suit storage sprites for a whole host of high powered firearms. You can visibly tell someone has shotguns or sniper rifles in their armor vest. How neat.

You can't conceal stunprods in armor suit storage anymore.

Nullrod cultsword (darkblade) also uses a uniquer inhand. Ye.

Also knives and a rolling pin belt sprite, hecc!

I also did some other stuff look there are a lot of sprites and I want to sleep please leave me alone nullrods are fucking stupid.
2020-09-23 01:39:10 -04:00
tralezab
e44dcc035c Flower Buds now have a countdown for ghosts for when they're going to hatch (#53648)
They're two minute timers with no indication, which makes kudzu kinda annoying to spectate.
2020-09-23 00:50:26 +01:00
TiviPlus
ff1631b7b9 Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
2020-09-23 00:46:21 +01:00
Qustinnus
b48e9094c7 edible + food trash component fixes (#53837)
* food

* done
2020-09-19 22:49:17 -07:00
Iatots
24015744e4 fixes duplicate sounds, hitting windows on harm intent is now something different 2020-09-19 16:34:46 +02:00
TiviPlus
c35008b1b0 Optimizes Conveyors (#53220)
Less proc overhead
Made the actual moving speedier
removed a unused var
2020-09-19 10:37:15 -03:00
Timberpoes
d95fc6a069 Completely removes Hilbert's Hotel and its associated ruin from the game. (#53790)
The Hotel is a runtime machine. When it swaps rooms, its turfs runtime. When people are actively using it, things in it constantly runtime. It's half broken, half buggy. Turfs don't remember contents. Sometimes blank rooms spawn. Sometimes nothing at all.

It's not worth the time and effort to fix or maintain it.

I'm opening this PR to completely remove it.
2020-09-18 22:13:31 -04:00
Mickyan
35752f491a Adds sidings floor decorations (#53797)
This was a frequent request from mappers ever since trimlines were added, they work similarly to trimlines but they have different use cases and don't necessarily work together, so I am calling them sidings to avoid confusion.
Whereas trimlines are floor paint for plating, these are solid borders to be used either alongside walls, smoothing transitions between floor types or mark/split an area without having to use walls, and work with any floor type.

These are ALL greyscaled, so they're trivial to bikeshed customize and make new types for your mapping needs
- Colored (plastic/vinyl strips, standard departmental colors)
- Plating(metal, grey/white/dark)
- Wood(it's wood)

I've added them to meta's bar as a small example
2020-09-18 22:10:32 -04:00
Jordan Brown
a1498d7fd6 Merge pull request #53812 from SgtHunk/ITS-HAURRIBLE
Adds the CRAZY HAMBURGER
2020-09-18 22:05:50 -04:00
SgtHunk
eb27bb33d3 GRASS OF DEATH
Could I have added green smoke in some other way? Possibly.
Do I know how or have the brain power for it? Not really.
Oh yeah also actual sprite for the burger, along with all ingredients i've missed
2020-09-18 14:57:34 -03:00