Commit Graph

421 Commits

Author SHA1 Message Date
Ricotez
44b795138c -Adds new proc-based job check for species. If enforce_human_authority is set, the various pieces of code that deal with roundstart job stuff will call this proc on your preferred species with 2 arguments: the name of the job and the list of mutantparts you have currently set.
-The proc is defined as proc/qualifies_for_rank(var/rank, var/list/features), and by default defined to always return 1. You must override it locally in your species definition to set special job properties.
-Lizards will fail the check for jobs in command_positions and pass it for any other job. Just like before.
-Humans will always pass the check if they don't have ears or tails. If they do have ears or tails, they will fail the check if the job is in command_positions, engineering_positions, science_positions, medical_positions, security_positions or equal to "Quartermaster", effectively limiting their job selection to civlian, lower supply and silicon jobs.
2015-06-29 22:13:25 +02:00
MMMiracles
dcdd122f47 Adds europoor and cyka bylat (WIP) apparel to appeal to the inferior masses. assblastusa. 2015-06-28 05:11:32 -04:00
MMMiracles
9097c25cb9 Adds patriotic apparel for upcoming 4th of July. ASSBLASTUSAUSAUSA. 2015-06-28 03:09:55 -04:00
Ricotez
84231643c5 -Humans with tails and/or ears are considered not entirely human, and locked out of important positions. 2015-06-27 22:51:07 +02:00
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
phil235
ae8c69f9a7 Merge pull request #9955 from kingofkosmos/spanspaceremoval
Unnecessary space removal from spans and messages
2015-06-15 18:20:04 +02:00
kingofkosmos
c8d79e7034 Removed unnecessary spaces in these situations:
"span class = '" changed to "span class='"
"'> " changed to "'>"
2015-06-14 12:13:19 +03:00
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
595bb0c8e4 Generalizes lizard parts to "features" for future non-lizard fields, at the same time merging mutant color into this list
Random lizard bodies will finally have color!

Pushes features almost all the way to the DNA side of thing, the mob side is only needed during character creation.

Note that changes to the save file will invoke a one time per character runtime for legacy characters as the save file purges mutant_color, this is as far as I can tell harmless, has no effect on the player, and is self correcting.
2015-06-12 00:43:35 -04:00
Incoming
bff351c555 Intergrates lizard parts into dna stuff so changelings can properly steal them.
Turns all the lizard options into one associated list instead of their own vars, for tidiness

Shuffles horns behind frills in terms of layering
2015-06-07 21:05:34 -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
Cheridan
ed8dffca94 Merge pull request #9721 from Jordie0608/callingspicyfoodwickeddoesntmakesensetome
Bugfix: Witticism depleted editon
2015-06-03 09:49:51 -05:00
Jordie0608
33a4a73fe1 adds fallbacks for jobs if spawnpoints dont exist 2015-06-01 17:36:28 +10:00
Incoming
69f8f6575b Antagonists Will No Longer Show Up as MODE in round end reports.
Instances where the game would give special treatment to MODE players will instead check to see if a player's assigned_role (job) matches their special_role (antag status). All antags that start off station (as well as ninjas for some weird reason) were affected.

Fixes #8743
2015-05-25 15:58:32 -04:00
Aranclanos
bfb21553f1 Fixes #1190
Fixes a really strange case where the lobby music will play after you joined the round.
2015-05-23 06:30:28 -03:00
Thunder12345
bf29f46f57 Removes duplicate armoralt state in suit.dmi 2015-05-10 16:52:32 +01:00
Ikarrus
3b96d74955 Admins can now adjust pre-game delay time
Instead of just a simple Pause/Play toggle, it lets admins set a longer (or shorter) time if they want.

Admins can still set -1 for indefinite delays.
2015-04-28 23:00:42 -06:00
Cheridan
b2d6abebb3 Merge pull request #8100 from Incoming5643/newbieguard
Adds a free pass to assistant for player accounts younger than two weeks
2015-03-09 02:29:09 -05:00
Cheridan
d5ec11b91c Merge pull request #8080 from Incoming5643/Appearance_fix
Tweaks and fixes for the appearance window
2015-03-06 12:20:24 -06:00
Incoming
546c5eedc4 if you have AI or cyborg set to high, you'll see that in the preview window instead of a nondescript naked human 2015-03-05 14:23:19 -05:00
Incoming5643
f5e1b851dc Updating from the git web interface is a bad idea, you shouldn't do it! 2015-03-03 15:50:40 -05:00
Incoming5643
95ee4a7d43 Sanity check 2015-03-02 22:47:53 -05:00
Incoming
4f44282664 Adds a free pass to assistants for player accounts younger than two weeks. 2015-03-01 17:15:25 -05:00
Incoming
8d831760ee Tweaks and fixes for the apperence window:
Fixes an unreported bug where all the lizardpeople were horrifying on the character preview because it wasn't rendering their tains and noses. Incidentally the proc for character previews is horrifying.

Only relevent appearence settings will appear on the appearence screen for each race.

Moves the skin tones selector to the relevent appearence settings area for humans.
2015-02-28 21:37:02 -05:00
Remie Richards
88cc21cb6d Merge pull request #7963 from Incoming5643/manage_ass
Updates Manage Job Slots to work with assistant slots
2015-02-28 21:28:44 +00:00
Incoming
0bf9605888 spellang councet 2015-02-24 16:19:21 -05:00
Incoming
93a74c9df4 whoops, missed a debug message 2015-02-24 16:14:35 -05:00
Incoming
cbcc52beeb Updates Manage Job Slots to work with assistant slots
Any (non-silicon) job can now be set to be an unlimited slot job from Manage Job Slots

People will be allowed to join as assistant if no other jobs are availible

Removes a redundant sanity check from AssignRole()
2015-02-24 16:06:36 -05:00
Incoming
76b9fbb874 popcaphotfix: misused a max that could have rendered the hard popcap useless 2015-02-23 23:34:17 -05:00
Swag McYolosteinen
ac5fc9b044 Merge pull request #7544 from Incoming5643/popcapgames
Adds optional population caps
2015-02-23 17:20:02 +01:00
Deantwo
bdf077b4d8 Fixes ready spam 2015-02-12 15:40:26 +01:00
Incoming
7903aba6d3 Adds optional population caps for those that want them. These be dark measures, so tread carefully ye who dare enter this place.
There are three "levels" of popcaps, and you can use them in any assortment you like:

The "soft" cap produces a message on join, and takes no action.

The "hard" cap disallows joining whilst too many other people are alive and playing in game, but allows observing.

The "extreme" cap prevents people from joining the server at all while the cap is exceeded. It won't kick out people who failed to qualify during roundstart, but if they leave they won't be able to get back in.

In each case a customizable message config option has been given. Admins are also immune to most population caps (they still are hit by the ones in job shuffling, but can late join as normal afterwards)
2015-02-04 01:58:02 -05:00
TZK13
8400ec9800 Adds work boots and fixes character setup previews. 2015-02-04 00:32:15 -06:00
Swag McYolosteinen
16c424af6c Merge pull request #7206 from phil235/CargotechJumpsuitSpriteFix
Fixes cargotech jumpsuit onmob sprite
2015-01-23 17:50:34 +01:00
phil235
1401c8043b Fixes cargotech jumpsuit onmob sprite (revert the sprite to the old grey+lightbrown one)
Fixes a couple jumpsuit not having the wrong or no inhand sprite.
2015-01-19 21:14:43 +01:00
paprka
88230fabfa inhand refactor 2015-01-18 20:58:31 -08:00
paprka
a2fe7f0352 bloat killer 9000 2015-01-17 16:36:27 -08:00
tkdrg
179003b57c Merge pull request #6808 from Boggart/readminbugfix
Re-admin bugfixes.
2015-01-10 01:29:01 -03:00
paprka
2ba0cbbc7a Merge branch 'master' of https://github.com/tgstation/-tg-station into posfixes
Conflicts:
	code/modules/mob/dead/observer/observer.dm
2015-01-07 14:15:02 -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
paprka
a3153538f1 Merge branch 'master' of https://github.com/tgstation/-tg-station into posfixes
Conflicts:
	code/modules/mob/dead/observer/observer.dm
2015-01-03 17:51:25 -08:00
TZK13
c0b4ea1092 Reverted removal of jerseys. 2015-01-03 10:33:45 -06:00
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
paprka
e4afdad0b9 forgotten paragraph bracket 2014-12-28 04:24:30 -08:00
paprka
3dbd8e668e fixes some window size 2014-12-28 04:23:02 -08:00
TZK13
c0bfd10e49 Fixing merge conflicts. 2014-12-27 02:17:07 -06:00
Cheridan
08d36580ba Merge pull request #6561 from paprka/manifestfixes
Expands the new player options menu
2014-12-26 13:22:24 -06:00
Cheridan
5d2994eb35 Merge pull request #6526 from paprka/secondchef
Adds second chef position / Renames chef to cook
2014-12-25 15:30:00 -06:00
paprka
389da595b8 expands the setup options menu 2014-12-25 11:32:47 -08:00