Removes the old tgstation database. It has been merged into the newer feedback database.
All mentions of the old database have been replaced with the new one.
This includes updating tgstation_schema.sql and dbconfig.txt.
Removes README feedback.txt as it is now covered by the new schema.
Removes the unused forum DB stuff, including forumdbconfig.txt.
Updates the config, including both config.txt and game_options.txt. Many options have been moved into the latter.
Updates configuration.dm to reflect these changes.
Removes the config var/feature_object_spell_system as it did nothing.
Replaced some ifs with a switch statement.
Replaced an uneeded loop through a list (list.Remove() does this anyway)
Signed-off-by: carnie <elly1989@rocketmail.com>
Fixes the bug with effects/glowshroom not glowing when placed.
They don't spread infinitely: The odds of a shroom spreading decreases with each generation. Because they're sane now and not virally-spreading fungal horrors, they've been changed to spread on normal station floors and not just the asteroid.
The spreading glowshrooms acquire the parent's stats, with some mutations.
The delay variable is now based off of production, and goes DOWN with better stats instead of GOING UP.
-Removes unnecessary (copy-pasted) code bits in walking mushroom/killer tomato code in grown.dm
-Reorganizes all the copy-pasted reagents in Chemistry-Reagents.dm. Cuts out about a THOUSAND lines.
-Sleep toxin is made more subtle. No blurry screen, but you might yawn some. Chloral no longer has an instant KO effect, but your vision will become blurry and you'll be unable to run once injected. It is metabolized faster as well.
This should also swap under the carpet (kinda ugh because the problem is still there and it might affect some other things) the problems with the roundstart problems with player's icons on high populated servers.
This should be the first step to reduce the amount of calls on the different icon update procs, but for the moment I'm focusing on more CPU expensive procs.
* The server will not warn admins when empty code is being compiled, but it will still log everywhere else.
* Empty code will have no compile time.
* Removed NTSL broadcasting the names in italics if the name is unknown. This was causing issues and it was a very minor feature.
* Placed some duplicated code into a proc, for the IDE verbs.
- Adds a new device that will paint airlock assemblies. This works on both solid and glass airlock.
- Click on the sprite of the painter to set it.
- Uses toner as 'ammo'
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12053
Featuring Teh_Wolf's paint sprayer sprite complete with inhands!
- Added a GetCleanVar to be used when getting a global variable to use inside the game code, it will sanitize() the variable if the compare argument is not equal to it; the compare argument should used to see if NTSL has changed the value.
- Added a sanitize_data proc for the signal datum. It will sanitize all the data using strip_html_simple().
Add_fingerprint has sanity checks, which makes it a superior proc.
This fixes at the very least:
The following runtime has occured 14 time(s).
runtime error: Cannot execute null.Copy().
proc name: transfer fingerprints to (/atom/proc/transfer_fingerprints_to)
source file: detective_work.dm,155
usr: Engineering Cyborg-743 (/mob/living/silicon/robot)
src: the disposal pipe (/obj/structure/disposalpipe/segment)
runtime error: Cannot read null.occupant
proc name: Topic (/obj/machinery/computer/scan_consolenew/Topic)
Added a check to make sure there's an occupant.
runtime error: Cannot read null.key
proc name: toggle power (/obj/machinery/particle_accelerator/control_box/proc/toggle_power)
Added a check for if there's a usr.
runtime error: Cannot read null.backup_author
proc name: attack hand (/obj/machinery/newscaster/attack_hand)
Added a check for if the feed still exists.
* allows for random verbs per item while eating, and for items to be wrapped and require unwrapping before eating.
* this resolves the hunger message bug
* chocolate utilizes the unwrapping method using an all new sprite
* multiple items have been assigned custom verbs
* beet soup switch condensed
All usage of it on silicons is replaced by is_special_character()
is_special_character moved from admin.dm to mob_helpers.dm
Also fixed a runtime having to do with objectives.
-Dualsabers now come in the alternate colors, sprites courtesy of mjrseph.
-Adds the Vealrender, a harmless and goofy version of the veilrender, courtesy of supersayu. You can possibly find it in mining asteroid surprise rooms.
-*flap and *aflap are gender sensitive now, whoa!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5834 316c924e-a436-60f5-8080-3fe189b3f50e
Removed the administration shuttle and the stupid alien dinghy.
Removed the beach (hey, it's an away mission now).
Removed syndicate deathsquads on account of them being stupid and redundant.
Temporarily removed regular deathsquads- search for "DEATH SQUADS" to find the locations to uncomment. Additional code is in unused/specops.dm and unused/specops_shuttle.dm.
Added a single tile fake window for unsim windows.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5831 316c924e-a436-60f5-8080-3fe189b3f50e
Slightly updated how zone sel picks icons to enable this. First bit of OOP in hud code, I think.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5828 316c924e-a436-60f5-8080-3fe189b3f50e
The main goal was to remove all the pointless shit in the UI style dmis, but this commit actually goes a bit deeper than that.
Formally renames the "hurt" intent to "harm", in line with everything else in the world.
Removes the old screen1_... .dmis. They've been replaced with screen_... .dmis. They function much the same.
screen_gen.dmi is used for things which apply to multiple UI styles, such as storage slot sprites, or the intent selector. (These can still be overridden in HUD code, though.)
Item action buttons have been changed to use a template from the UI style, and the icon_state of the item.
var/icon_action_button has been removed- varvar/action_button_name must be used instead to add action buttons for items.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5826 316c924e-a436-60f5-8080-3fe189b3f50e
/proc/testing("message") will now only print message to world.log if #define TESTING is uncommented. This will allow coders to make in-depth debug messages for confusing bits of code. Said debug messages would not be visible on th elive server, but coders can enable them by compiling with #define TESTING uncommented. This should make debugging ikky horrible code easier (assuming people bother to use testing())
Temporarily removed the weightless (aka gravity failure) event, due to people hating it. ;(
Replaced references to KILL with PROCESS_KILL (I didn't realise I had already defined something like that). Setup.dm and global.dm are rather cluttered. I will be cleaning them up and will remove a few unused defines like #define KILL in my next commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5822 316c924e-a436-60f5-8080-3fe189b3f50e
The new global list is called mechas_list, it contains all the mechs (sadly the 8 mechs of centcomm are added to this list, just to avoid problems with other servers with different maps)
Clowns, goats and spiders still use the old way to track targets (the view() proc).
The goal of this commit is to reduce lag, it will be really noticeable on the carp migration event, they should be 70% less laggy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5820 316c924e-a436-60f5-8080-3fe189b3f50e
Removed targeting hands and feet. Those areas now go to arms and legs instead.
Updated the zone_sel.dmi icon_states for this.
MouseDown() is now completely unused. From the Byond ref:
"Don't define this unless you need it, because it generates extra communication that is otherwise avoided."
Fixes issue 1378. Carbon jetpacks are used as internals
Back tanks are now checked last when searching for internals.
Moved var/foldable from /obj/item/weapon/storage to ..storage/box.
Changed verb/quick_equip() to be on humans instead of all mobs (it was only usable by humans anyway.)
Updated locker resist code a little bit, mainly removing a spawn(0).
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5819 316c924e-a436-60f5-8080-3fe189b3f50e
- Restructured viruses in the reagent container to be more maintainable. Should also fix some issues with vaccines.
- Restructured some code in the PANDEMIC.
- You can now mix vaccines together, it will combine the list of viruses it will vaccine against.
- Fixed Carp stunning Cyborgs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5817 316c924e-a436-60f5-8080-3fe189b3f50e
forcesay() takes what's currently typed in the player's chatbar, and if that is 'Say "'... it will remove any radio information, and automatically say it. It also ignores emotes.
Updated some more text styles.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5816 316c924e-a436-60f5-8080-3fe189b3f50e
Adds a new 'userdanger' class, which is bold and red. 'danger' is now just red. Adjusts all dangerous messages I could think of to use the appropriate class.
Trash items can now be washed away in sinks.
Removes the robodropper, on account of it being awful. Borgs get a normal dropper instead.
Changes the probability of blood spatter from attacking someone from 33 to item.force * 2
Path changes:
/obj/item/weapon/reagent_containers/ld50_syringe > /obj/item/weapon/reagent_containers/syringe/lethal
/obj/item/weapon/reagent_containers/ld50_syringe/choral > /obj/item/weapon/reagent_containers/syringe/lethal/choral
possibly some others? i think this is it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5815 316c924e-a436-60f5-8080-3fe189b3f50e