Commit Graph

61 Commits

Author SHA1 Message Date
xxalpha
1a4206c77b Merge remote-tracking branch 'upstream/master' into uhhhhh 2016-02-19 18:32:07 +00:00
xxalpha
1bee6b5365 Merge remote-tracking branch 'upstream/master' into uhhhhh 2016-02-17 15:04:51 +00:00
KazeEspada
5d8d5854f9 Bag tweaks.
Department Backpacks are now the default(instead of grey backpacks).

Fixed an error on humans where new humans would have an integer for their backpack.

This will not affect current preferences.
2016-02-16 14:03:35 -07:00
KazeEspada
653902068e You can now select whether to start with a dufflebag. Also, you have the option to choose between generic or departmental bags.
And for all you baystation fans, I added leather satchels while I was at it.

Minor change: Atmos techs now start with engineering bags.
2016-02-11 16:48:08 -07:00
GunHog
95f86ffea8 Nuke Tiles
AI's Doomsday Device and Stations' self-destruct now turn all blue
circuit tiles to red when activated.

Fixed a bug where cancelling the self-destruct via the "Safety" button
did not change the tiles back to normal.
2016-02-04 09:16:56 -06:00
xxalpha
87abdca865 Merge remote-tracking branch 'upstream/master' into uhhhhh 2016-01-31 21:12:18 +00:00
xxalpha
3df42cfdba Added new event: portal storm.
need the file of course

world name
2016-01-30 01:23:55 +00:00
AnturK
8999db80b4 Fixes shuttles loading improperly in templates
Adds template datum and preloader
2016-01-29 20:51:12 +01:00
Shadowlight213
f056cb5ae6 Made malf pinpointer tracking use curated list instead of world. Also used ai_list instead of player list 2016-01-13 15:07:32 -08:00
Incoming
84fc69d825 Removes gender restrictions from socks. 2015-12-30 20:53:40 -05:00
AnturK
a7334f95b6 Adds POI List, makes orbit use it. 2015-10-31 20:02:06 +01:00
blah
ddf2ef1f9c Cleans up the implant.dm by splitting it up into multiple files with only generic implant files being in implant.dm now.
Also changes tracking_implants list to tracked_implants to make it more clearer
2015-09-21 17:56:58 +01:00
blah
e976aa20b4 God dammit timing is perfect for no one 2015-09-16 12:55:36 +01:00
GunHog
8b07203a87 Buffs RCD disable Malf power
- Halfed cost to 25 processing power
- Can now be used multiple times
- No longer disables Cyborg RCDs
- Fixes the feedback message not showing
- Fixed mech RCDs not being affected by the power
2015-08-17 11:03:53 -05:00
phil235
e35c901af2 Fixes The clogged vent event making smoke spawn on welded scrubbers.
Removes the problematic preference option to spawn without backpack (just drop your backpack after you spawn).
2015-07-09 20:28:28 +02:00
xxalpha
ab1227625f Merge remote-tracking branch 'upstream/master' into smoothballs
Conflicts:
	_maps/map_files/TgStation/tgstation.2.1.3.dmm
2015-07-08 00:43:02 +01:00
xxalpha
8d96d87337 smoothed balls 2015-07-06 18:16:18 +01:00
Ikarrus
b0cfaf401f Random Names for Lizards
Lizards now have their own list of names to pull from when randomizing their names.
2015-07-05 18:35:56 -06:00
Razharas
b1bf4d04fe Merge pull request #10209 from Ricotez/human_mutantparts
Gives humans two types of mutant accessories: ears and (human-specific) tails.
2015-07-03 08:36:36 +03:00
Remie Richards
d9ec8a1008 area/proc/get_apc() is no longer shit and does not lag (AT ALL) on large areas anymore, the new method stores a list of all APCs in the world, and checks if their area var is equal to the area get_apc() was called on. 2015-06-30 12:20:28 +01:00
Ricotez
b8811f23e0 -Added two new types of mutant accessories for humans: tail_human and ears. These ears are considered mutant parts and don't override normal human ears.
-Added one ear and one tail accessory to these categories, obtained from the kitty ears. The ears are obviously cat ears, but the tail can pass for a monkey tail without ears.
-Humans can now also edit alien/mutant colours. They have access to the full range of colours, but if the player switches back to lizard and the colour is too dark, it'll be reset to the default.
-Renamed the original tail to tail_lizard. All references are properly updated and nothing has to be changed.
-Could not solve an annoying bug with the setup window, where a lizard tail is rendered whenever a human tail is set. This problem only exists in the setup window and does not affect the sprite in-game.
2015-06-27 20:57:54 +02:00
Jordie0608
0bf6f09969 Merge branch 'master' of https://github.com/tgstation/-tg-station into whocodesthecodemen
Conflicts:
	code/modules/admin/verbs/pray.dm
2015-06-16 17:24:20 +10:00
Jordie0608
34fb8cc8bc toggle nuke and set sec level button, flamethrower logging 2015-06-16 17:19:56 +10:00
Incoming
b92f518435 Readds wagging tail feature with WJohn's help on sprites
Changes some sprites to better show off highlighting
2015-06-13 20:34:38 -04:00
Incoming
007b2bf580 All of WJohn's Lizard Sprites are finally in game!
Each portion individually selectable upon character creation, the number of lizard combinations is bordering on absurdist with six customizable fields.

36,864 unique combinations!
(309,237,645,312 If you count color variations)

Never feel like you can't be unique again! Have fun looking fabulous as the crew beats your special little skull in!
2015-06-05 20:18:56 -04:00
Aranclanos
212e0c9c48 Fixes admin stealth failing to be actual stealth due to href reading or and the pop-out window.
Fixes #1121
Adds a new associative list, stealthminID, they will be associated with raw ckey text and their contents will be a random ID. The random ID is generated when an admin goes to stealth, without repeating itself.
New client procs that will handle the list, findStealthKey() and createStealthKey()
Admin-pms will use this special ID for admins who are stealthing, hiding their real ckey.
2015-05-20 09:26:26 -03:00
xxalpha
62426279b4 Added department security spawn points and fixed dep sec spawning. 2015-05-16 22:20:31 +01:00
GunHog
df902d50fc Bots Revamp
- Viciously rips radio code from bots, replacing it with something
better and faster!
- Bot patrol logic redesigned, much faster.
- Gives all bots Robotics access for easy patrol activation.
- Bot navigation beacons are no longer radios. Instead, they are
maintained in a global list.
- Navbeacons can now be accessed by Roboticists, and they use a better
UI.
- PDA bot code rewritten. They no longer use radio objects at all!
- Captain now has all-access! His cartridge now has everything except
Mime and Clown functions.
- There is now one button across all PDAs for accessing bots. Only bots
you have access to control will show on the list.
- Buffed the signaler cartridge! It may now be used to signal on all
valid frequencies.
- The AI's botcall interface now includes the bot's model, so it can
always identify the type of bot it is controlling. PDAs have this as
well.
- Spilled my blood to begin Jordie's dark ritual.
2015-05-03 17:31:10 -05:00
phil235
88fd7c44cc Changes clown/mime naming to use preferences. Player will now choose their mime/clown name in the main preference screen and save it, instead of at roundstart.
Adding a config file for random mime names.
2015-04-23 23:18:35 +02:00
Ikarrus
c62d387a1d Randomizes Order of Job Spawn Points
The ticker's setup() will shuffle the list of spawn points, so jobs won't always predictably spawn bottom-up and left-to-right
2015-03-02 20:01:36 -07:00
carnie
f4c35d2a78 Resolves #6971 - non-lighting_subarea areas are now stored in list/sortedAreas. This list is sorted by area name using timSort only when areas are added to it. Currently the only other thing that adds to this list is the station-blueprints object.
This allows you to jump to areas by name, rather than type.
2015-01-18 20:46:30 +00:00
Steelpoint
982c54c2f3 EmergencyResponseTeamV2 2015-01-11 19:21:38 +08:00
tkdrg
b0635993a4 Revert "[FEATURE] Emergency Response Team" 2015-01-10 19:55:30 -03:00
Swag McYolosteinen
404cd883f7 Merge pull request #6705 from Steelpoint/EmergencyResponseTeam
[FEATURE] Emergency Response Team
2015-01-10 10:10:59 +01:00
tkdrg
179003b57c Merge pull request #6808 from Boggart/readminbugfix
Re-admin bugfixes.
2015-01-10 01:29:01 -03:00
Steelpoint
da3689878f Updating 2015-01-06 12:28:37 +08:00
Boggart
5f42bac272 Fixes deadmins from being unable to re-admin after disconnecting. 2015-01-05 00:50:49 -07:00
carnie
a3f5e7ebfd Merge branch 'master' of https://github.com/tgstation/-tg-station into SubSystems
Conflicts:
	code/game/gamemodes/setupgame.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/reagents/Chemistry-Machinery.dm
2015-01-04 01:52:14 +00:00
carnie
a029a49392 SubSystem rewrite
Misc:

+Fixes unreported issue with initializing lighting on a specific zlevel

+Fixes two similar issues with moveElement and moveRange. Where fromIndex or toIndex could be adjusted incorrectly in certain conditions. Potentially causing bad-sorts, or out of bound errors.

+Rewrites listclearnulls(list/L) to no longer iterate through L.len elements for every null in the list (plus 1). i.e. went from L.len*(number_of_nulls+1) list-element reads (best-case), to L.len list-element reads (worst-case)

+New proc/getElementByVar(list/L, varname, value) which finds the first datum in a list, with a variable named varname, which equals value. You can also feed it atoms instead of lists due to the way the in operator functions.

+Fixes an unreported issue with Yota's list2text rewrite. Under certain conditions, the first element would not be converted into a string. Causing type-mismatch runtimes.

+New global map_ready variable. This is not fully implemented yet, but will be used to avoid duplicate calls to initialize() for map objects.

+All turfs now maintain references to all lights currently illuminating them. This will mean higher memory use unfortunately, due to the huge number of turfs. However, it will speed up updateAffectingLights significantly. I've used list husbandry to reduce baseline memory usage, so it shouldn't be any worse than some past atmos modifications memory-wise.

-Removed 'quadratic lighting', can add this back at some point. Sorry.

+modified the way lum() works slightly, to allow turfs to have overridden delta-lumen. i.e. space cannot be illuminated more than its default ambiance. This allowed removal of some iffy special-snowflake lighting areas implemented by somebody else.

+Lighting images in the dmi can now use arbitrary naming schemes. It is reliant on order now. This allows the dmi to be replaced by simply dropping in a new dmi.

-Removed all subtypes of /area/shuttle. Shuttles now create duplicate 'rooms' of /area/shuttle. (More on this later). This will conflict with most maps. Guide on how to fix to follow.

+All verbs/tools relating to world.tick_lag were refactored to use world.fps. However old config text for setting tick_lag will still work (it converts the value to fps for you)

+MC stats improved using smoothing. They now have their own tab so they dont get in the way when you're playing as an admin.

-removed the push_mob_back stuff due to conflicting changes. Sorry Giacom.

_OK, NOW THE ACTUAL INTERESTING STUFF_

Following systems moved over to subsystem datums:
air_master
garbage_manager
lighting_controller
process_mobs (aka Life())
nanomanager
power
sun
pipenets
AFK kick loops
shuttle_controller (aka emergency shuttle/pods), supply_shuttle and other shuttles
voting
bots
radio
diseases
events
jobs
objects
ticker

Subsystems hooks and variables should be commented fairly in-depth. If anything isn't particularly clear, please make an issue.

Many system-specific global variables have been refactored into

All tickers which previously used world.timeofday now use world.time

some subsystems can iterate before round start. this resolves the issue with votes not working pregame
2014-12-31 13:25:41 +00:00
TZK13
127aabbfa9 Adds socks as an underwear option. 2014-12-22 19:27:46 -06:00
tkdrg
705a264dcf Makes data huds passive. 2014-11-16 01:52:06 -03:00
GunHog
d8efbc4f07 Botcall Fix for MC lag + Tweak to floorbots
- Attempts to fix a major screwup in bot movement code that created
artificial lag for the entire Master Controller.
- Fixes floorbots not patrolling or performing certain functions.
- You can now toggle the anchored status on Floorbots manually. They
will still automatically anchor when fixing hull breaches.

Allow me to apologize for taking so long to come up with a fix for this.
I tried several other solutions such as simply removing the sleep(4)
that causes this issue (it results in 'teleportation' movement). Other
times I used spawn() incorrectly, resulting in several race conditions.
And then I tried to give them their own ticker, independent of the MC.
The game lagged and runtimed before it even finished setting up.

Excuses aside, this solution seems to be working so far, but I welcome
any more elegant solutions to fixing this issue.

fixes #5560
2014-11-02 19:01:43 -06:00
Incoming
6a157216f9 Fixes undershirts to play nice with female uniforms.
Generalizes and renames some things with female uniforms now that they're used for undershirts too
2014-10-11 13:09:52 -04:00
paprka
b8eb9e3587 general code optimizations 2014-10-08 10:10:03 -07:00
paprka
18108257ae Merge branch 'undershirts' of https://github.com/paprka/-tg-station into undershirtstake2
Conflicts:
	code/__HELPERS/mobs.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/new_player/preferences_setup.dm
	code/modules/mob/new_player/sprite_accessories.dm
2014-10-08 09:48:49 -07:00
Incoming
49fe512bab Adds z.7 (dead space 2) to boxstation because no one seemed particularly offended by the idea. This closes the cube properly there and prevents a few weird edge cases where closed loops of Z.6 to Z.6 transitions could happen.
Meta/Mini should add empty z.7 at some point after this pull is committed, I would have done so myself but it didn't play nice with mapmerge so I decided against it.
2014-09-25 15:05:06 -04:00
Incoming
f317c0b09d Predictably Random Z-levels and the SPACECUBE
The layout of the accessible z levels in relation to each other are now lain out in a massive preshuffled SPACECUBE. Every Z-level is no more than two screens from every other Z-level, and can be moved through in a predictable order* with a little ingenuity

*Except z.6

See pull for the full details
2014-09-23 16:10:13 -04:00
Cheridan
7750a2baae Merge pull request #4525 from GunHog/HUDS_For_All
Silicon Medical and Security HUDs!
2014-09-07 20:01:12 -05:00
GunHog
81e178737d Silicon Medical and Security HUDs!
- The AI can now access both Security and Medical HUDs via a new button
on its UI. The Medical HUD is exactly equal to all others. The AI's
Security HUD cannot detect implants.

- Cyborg HUD modules have been removed in favor of an inbuilt command,
to make it less of a hassle to access them.

- HUD code has been given its own file such that it can be used by any
mob. In addition, HUD users are placed into a list instead of searching
for only humans and checking them for a HUD item. This is to make it
easier to expand.

- Security HUD messages can now be received by any mob using a SecHUD.
2014-08-21 22:59:30 -05:00
ikarrus
d56274a4ab Adds Deathsquad to Quick-Create Antagonist Menu
-Pressing this button will spawn up to 5 death commandos on centcom with a customizable objective
-Added a shuttle console to the ferry that, rather than moving the shuttle, will send a request to admins instead
-Deathsquaddies get an energy shield
-Deathsquad beret will no longer hide head, face, and hair
2014-08-16 00:40:37 -06:00