Commit Graph

173 Commits

Author SHA1 Message Date
TehZombehz
b4c165655d My first attempt at a commit. Adds a green version of the plaid skirt to the clothesmate. It's just a recolor. 2016-03-02 23:42:58 -06:00
AndrewJacksonThe2nd
5d5d2427f4 temp 2016-02-20 22:12:25 -08:00
KorPhaeron
28b179908f glorf 2016-02-17 16:59:56 -06:00
Thunder12345
e6da13511a Adds russian officer uniform
Adds russian officer
Minor tweaks
2016-02-13 20:11:58 +00:00
Thunder12345
b5c79e3781 Adds military russian
Adds camouflage fatiges, functionally identical to turtlenecks
Adds buckshot loaded pump shotgun variant
Adds sprites for the new russian
2016-02-13 20:05:51 +00:00
Cheridan
649ef7c2b3 Merge pull request #15252 from PKPenguin321/armorchameleon
Gives chameleon jumpsuits armor
2016-02-09 10:27:52 -06:00
PKPenguin321
9984f4e84c gives chameleon jumpsuits armor 2016-02-06 17:27:24 -08:00
phil235
8b11d87b1d Merge branch 'master' of https://github.com/tgstation/-tg-station into VisionUpdateRefactor
Conflicts:
	code/ATMOSPHERICS/components/unary_devices/cryo.dm
	code/_onclick/hud/alert.dm
	code/_onclick/hud/hud.dm
	code/datums/mutations.dm
	code/datums/wires/robot.dm
	code/game/atoms.dm
	code/game/gamemodes/blob/overmind.dm
	code/game/machinery/alarm.dm
	code/game/machinery/machinery.dm
	code/game/machinery/suit_storage_unit.dm
	code/game/objects/items/weapons/tanks/tanks.dm
	code/game/objects/items/weapons/tools.dm
	code/game/objects/structures/morgue.dm
	code/modules/admin/verbs/adminjump.dm
	code/modules/atmospherics/machinery/atmosmachinery.dm
	code/modules/mob/inventory.dm
	code/modules/mob/living/carbon/alien/humanoid/death.dm
	code/modules/mob/living/carbon/alien/larva/death.dm
	code/modules/mob/living/carbon/brain/death.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/human/species.dm
	code/modules/mob/living/carbon/human/species_types.dm
	code/modules/mob/living/carbon/life.dm
	code/modules/mob/living/carbon/monkey/death.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/ai/death.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/living/silicon/pai/death.dm
	code/modules/mob/living/silicon/pai/pai.dm
	code/modules/mob/living/silicon/robot/death.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/guardian/guardian.dm
	code/modules/mob/login.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/gun.dm
	code/modules/reagents/chemistry/reagents/blob_reagents.dm
	tgstation.dme
2016-02-04 14:34:45 +01:00
phil235
81ce777ec2 - you now only see turfs when inside gas pipes.
- I renamed some vars of datum/hud to be more selfexplanatory
- Moved all datum/hud mob code into the hud folder.
- fixed alien's zone selection button not using the correct sprites.
- I removed the update_hud() proc (that needed to be removed).
- Fixed a typo in /mob/living/carbon/ContractDisease , using "internals" instead of "internal" (very different things)
- Fixed doTeleport() calling Entered() twice on the destination area.
- To reference a mob's selected zone, you now use a direct mob var ("H.zone_selected" instead of "H.zone_sel.selecting")
- mobs lose certain screen objects var ("healths", "zone_sel", "internals", etc) which are now vars of the mob's datum/hud instead.
- the Blind spell is now done via the blind mutation instead of the blind disabilities.
- Give to mobs a version of forceMove(), so the mob is always properly unbuckled, his pull stopped, his vision updated, etc.
- The "user" var of mob/camera/aiEye/remote is renamed to "eye_user" to avoid confusion.
- reset_view() is replaced by reset_perspective(). Now all changes to client.eye and client.perspective are done with this proc.
- I reworked /obj/machinery/computer/security code, changing camera is instantaneous now, as well as cancelling.
- I reworked /obj/machinery/computer/camera_advanced code as well.
- I changed /obj/item/mecha_parts/mecha_equipment/mining_scanner's meson view to be constant instead of by intermittent.
- Fixes not being able to use /obj/item/device/camera_bug while buckled.
- removed admin_forcemove() proc, admin force moving now uses forceMove() simply.
- Removed the client var "adminobs"
- Added var/vision_correction to glasses.
- Added a thermal_overload() proc for glasses, to remove copypasta in emp_act code.
- Remove the hal_crit mob var
- We no longer delete the mob's hud everytime he logs in.
- Added a stat == dead check in mob's metabolize() so we immediately stop metabolizing if one of the chem kills the mob.
- Being inside disposal bin lowers your vision, like wearing a welding helmet.
- removed the remote_view mob var.
- I changed advanced camera EYE, some fixes, removed unnecessary code when the eye moves, now the mob client eye properly follows the camera mob.
- fixes mob var "machine" not being nullified on logout.
- larva/death() was calling two "living_mob_list -= src"
- I made the Blind screen objects into a global_hud instead of giving one to each mob (like damage overlay).
- I untied tint and eye_blind, TINT_BLIND doesn't give you eye_blind=1.
- gave a visual overlay when inside locker (vimpaired)
- when inside disposal/gas pipes you get sight |= (BLIND|SEE_TURFS)
- glasses toggling updates (atmos meson toggle): DONE
- The new adjust procs serve to properly change eye_blind etc and call vision update procs when needed.
- I added an on_unset_machine() proc to handle perspective reset for camera consoles.
- I moved consequences of eye_check fail inside eye_check() procs themselves.
- I fixed vision updates being fucked by forceMove, especially pipe vision.
- I decided that damage overlay not appearing when dead.
- mob's hud_used is no longer deleted on each login()
- I refactored mob huds a bit, creating subtypes for each mob (/datum/hud/human)
- f12's hud toggling is now available to all mobs
- gave borgs a low_power_mode var so unpowered borg do not use stat= UNCONSCIOUS (which made things weird since you were unconscious but not blind)
- Fixed double Area entering when forced teleporting.
- I fixed larva pulling not being broken when cuffing them, and larva not seeing handcuff alert (and they can resist by clicking it)
- I removed pull updates from life() since it onyl checked for puller's incapacitation.
- I renamed camera/deactivate() to toggle_cam() to be more accurate.
- I fixed mmi brain being immortal (by removing the brain and putting it back)
- I simplified mmi brain emp damage.
2016-02-04 00:33:16 +01:00
Razharas
b1c3088ddb Merge pull request #14608 from ChangelingRain/tacticruel
Tacticool jumpsuits aren't cool for protection
2016-01-29 21:30:28 +03:00
Firecage
332bde0f4f Does the rest of the if()'s/ else's 2016-01-17 19:03:12 +02:00
Nerd Lord
20c6887b57 Tacticool jumpsuits aren't cool for protection 2016-01-12 22:45:38 -05:00
Akke
060ed21b7c adds so much more shit 2015-12-20 20:59:23 +00:00
PKPenguin321
40941c636d necklaces again
round three let's go
2015-12-16 20:47:00 -08:00
KorPhaeron
d8a37204e7 Makes burn_state use defines 2015-12-13 05:36:55 -06:00
bgobandit
73471eb8b1 sexy clown is now a sexy object oriented clown 2015-12-10 19:19:03 -05:00
bgobandit
5f293c1d2b The sexy clown jumpsuit now reacts properly on hit. 2015-12-10 15:09:51 -05:00
KorPhaeron
2609adb29d Blocking overhaul 2015-11-30 16:22:31 -06:00
as334
ce9ea0ca46 FUCK THIS FUCK EVERYTHING 2015-11-26 22:22:07 -05:00
Incoming
1f9f0dfc40 Adds subtypesof(). It's shorthand for typesof(path) - path.
Replaces typesof(path) - path with subtypesof(path) in obvious places. I was a bit conservative, there's probably a few more places that could use this.
2015-11-16 18:55:57 -05:00
as334
ef6af4ef5b Unfucking shit ass plasma memes part 1 2015-11-13 21:28:00 -05:00
as334
6a2c3b3fb1 Adds sprites for the most part. 2015-11-11 15:44:59 -05:00
as334
f5601b2b4f Wake me up inside(Fixes small compile issue) 2015-10-25 15:57:07 -04:00
as334
202eefe635 Fixes the compile issue, adds myself to admin.txt 2015-10-25 14:45:18 -04:00
as334
42971f8fd6 Merge https://github.com/tgstation/-tg-station 2015-10-20 16:51:24 -04:00
as334
bc9b2484d7 Initial Commit 2015-10-15 22:43:05 -04:00
bgobandit
b48129203e clearer var name per aranclanos and mso. also porn 2015-10-14 20:36:11 -04:00
bgobandit
95988191d8 Sets proper covered body part flags for adjusted jumpsuits. 2015-10-14 19:36:57 -04:00
Tokiko1
cd885e350d Sprites slightly improved to match similar existing clothing sprites.
Removed yellow and green versions to address concerns about these being too common and replacing jumpsuits entirely.
2015-09-27 03:32:29 +02:00
Tokiko1
6da0ee911e Adds blue, red, green and yellow female clothing to the ClothesMate. 2015-09-24 13:26:32 +02:00
bear1ake
c52c4a5346 Merge remote-tracking branch 'tgstation/master' into point-zero
Conflicts:
	code/modules/research/protolathe.dm
2015-09-12 21:07:40 +09:00
bear1ake
f697ae90f5 removes a bunch of .0 2015-09-10 20:57:30 +09:00
bgobandit
77405d49b0 Tweaks numbers upward. 2015-09-02 14:15:42 -04:00
bgobandit
020ea5d262 Adds materials to some items for recycling purposes. 2015-08-30 14:28:56 -04:00
phil235
13e561e3e8 Fixes bartender uniform not appearing in security record photo.
Removing bar_suit icon in uniforms.dmi because it's identical to "barman"
Replaced instances of "ba_suit" and "bar_suit" with "barman" (so that the bartender uniform icon names follow the same pattern as other job uniforms ("chef", "captain", "hos", ...)
2015-07-31 16:20:21 +02:00
Firecage
4688c2c969 Fixes proc arguments 2015-07-15 23:52:35 +02:00
phil235
a39effd14c Merge pull request #10193 from Cheridan/what_a_fluke
Suit Sensor Fixes
2015-06-29 17:32:44 +02:00
Ikarrus
8759f56f6f Squashed Commits 2015-06-27 00:09:16 -06:00
Cheridan
9f95965abf Suit Sensor Fixes
-Chameleon jumpsuit sensors now start off
-Fixes unreported(?) bug where prisoner jumpsuits would start randomized when they are supposed to be always-on.
2015-06-26 17:15:19 -05:00
Ikarrus
46a5e578e4 Gang Update: Fashion War Edition
This update primarily deals with gang outfits and expands on how they affect the round.
2015-06-18 20:01:57 -06:00
Firecage
5962b1b449 This fixes the issue of colored jumpsuits not being dyeable into rainbow jumpsuits. 2015-05-15 16:39:20 +02:00
kingofkosmos
de280c72b5 Removed some more spans from visible messages. 2015-04-24 21:06:59 +03:00
phil235
081bae6740 Fixes broken ui action button for toggling chef apron's sleeves and owl's wings.
Fixes surviving suicide
Fixes suicide damage overlays.
Fixes ninja regen "clothes warm" spam message. (moving rad armor check outside of apply_effect)
Fixes ninja smoke bomb count.
Fixes dead shaved corgi
Fixes lipozine still being in code.
Fixes flattening boxes requiring them to have their window opened.
Fixes armor softening message from disarm attack.
Fixes player being forced to play spiders without choosing.
2015-04-14 13:54:36 +02:00
Wolfie13
22deb5b46e Added Description Text for Pet Collars
Because we know they're not some sort of space-tie.
2015-04-09 04:15:38 +01:00
kingofkosmos
2e4a8fcce8 Recieve --> receive grammarfix
Changes all "recieve"s in descriptions around the tgstation to "receive". Also energy katana description high priority fix.

Fixes #8576
Fixes #8504
2015-04-03 19:42:34 +03:00
Fayrik
4f43fff199 Issue fixes! All that, and more! 2015-03-29 03:54:41 +01:00
Swag McYolosteinen
53e40ec315 Merge pull request #8427 from Cheridan/day3_collars
Event Day 3 - Pet Collars!
2015-03-22 19:37:12 +01:00
Cheridan
e5c3d421db Adds renaming, Adds collars to pet crates 2015-03-22 13:16:30 -05:00
Miauw
521820f289 Makes the white dress a suit. 2015-03-22 19:13:15 +01:00
Miauw
e5637301ba Adds a jester suit and a white dress, both by Nienhaus. 2015-03-22 19:12:25 +01:00