Commit Graph

14046 Commits

Author SHA1 Message Date
Dex
ea55f4247d Fix falsewall (#55704) 2020-12-25 13:09:49 -08:00
Tlaltecuhtli
73b87a41fe wrenches the diy kit (#55701) 2020-12-25 13:08:14 -08:00
EdgeLordExe
ab3c0e0332 [Fuck Shotties] Makes shotguns specialist weaponry. (#55663)
Shotgun slugs can no longer be made in an autolathe.
    Buckshot rounds can no longer be made in an autolathe.
    Frag12 rounds deal less direct damage, since they fucking explode.
    Pulse shot rounds deal less damage.
    Increased the cooldown on riot shotguns.
    Removed buckshot rounds from all maps.
    Combat shotguns start with beanbags.

Why It's Good For The Game

Shotguns have been overpowered for too long. NT is lasers , syndicate is ballistics.
2020-12-26 09:37:47 +13:00
Ryll Ryll
161c734e11 [READY] Refactors riding (#54778) 2020-12-24 02:17:29 -08:00
Tlaltecuhtli
cd4bca5257 adds new wiz spell: duffelbag curse (#55286)
it gives target a no drop duffelbag which every around 100s will try check if there is food inside else it attacks you, you can poison the food to make it die faster.
more variety for wiz to annoy crew that isnt murder bone
2020-12-24 01:38:06 -08:00
Arkatos1
f483ed1157 WireArt: Fixed and improved (#55622)
Cyborg's pipe cleaner is now using a radial menu for choosing it's colors instead of a clumsy input one.

RCL now properly updates it's pipe cleaner holder's color, so you can actually see the color when using RCL radial menu.

RCL is now able to put cables down on floors seamlessly, as there is no reason to restrict it to just a plating and catwalks anymore due to the fact that pipe cleaner coils no longer function as a power carriers, but are merely visual entities for players to play with.

And lastly, pipe cleaners now use color defines and are setting its color directly instead of having redundant variable do it for them, which was needlessly complicating it.
2020-12-24 01:05:05 -08:00
spessbro
9977571adc fixed it (#55615)
headspikes don't give you a random head when you deconstruct them (except when maploaded)
also they look like they were supposed to with the head impaled
2020-12-24 01:02:37 -08:00
TemporalOroboros
863977e5fa Makes reagent updates more event based, also makes plasma boil properly. (#54790)
Converts most on_reagent_change calls to signals.
Converts on_reagent_change to a signal handler.
Expands the reagent exposure signals
Add a setter proc and signal for reagent temperature
Fixes adjust_thermal_energy not sending a temperature change event
Makes min_temp and max_temp actually do something with adjust_thermal_energy
2020-12-22 19:20:00 -03:00
Emmanuel S
60ea630c6d Base construction console refactor (#55451)
Refactors base construction consoles to be generic instead of only being meant for building the aux shuttle. The current aux base construction console behaves the exact same.

This PR is A step towards minichem, as I'll be using base construction code in it pretty heavily. More information about the whole minichem thing in this design doc

In terms of player-facing changes, this PR has made possible a neat admin-only base construction console that can be used to construct things anywhere on the z level.
Why It's Good For The Game

The current base construction console code was snowflakey and didn't follow particularly great coding practices. This fixes that and provides a solid foundation for future work.
2020-12-23 09:09:28 +13:00
tralezab
68ba29ec4f Fixes artwork not being able to be named (#55475)
* whoops!

* Update artstuff.dm
2020-12-21 14:48:56 -08:00
Ghilker
173925dde5 chaplain cage no longer balds you (#55526)
* cage no longer balds you

Co-authored-by: Fikou <piotrbryla@onet.pl>
2020-12-21 14:23:05 -08:00
ArcaneMusic
1c82c73d83 Adds hydroponics shrubs, allowing botanists to grow hedges. (#55496)
Replaces one of the rainbow seeds in the exotic seeds crate with a pack of shrub seeds.
Adds a new, growable seed species for shrubs. Shrubs, when planted (similar to kudzu!) plants a solid, weak barrier in hedges.
These hedges block vision, unless trimmed. Thankfully, we already have a hedge trimming skillchip, so using a sharp implement on the hedge will make it non-opaque.
2020-12-21 01:14:14 -08:00
Ghom
cd1d49112c Fixing a very old issue about lizard snouts and hoods, fake mustaches and similars. (#55574)
Fixing a little visual issue with certain hoods, fake mustaches and similars making lizard snouts magically disappear when worn.
2020-12-20 16:28:52 -08:00
Jared-Fogle
e4edb06fb8 Rerolling blob strains now uses a radial menu, and lets you see what the strain does before picking it (#55559)
Also provides a generic, forward proof way to provide information to radial menu choices.
Why It's Good For The Game

    input is old and crummy.
    Blob is a very wiki reliant mechanic. This moves a bit of it into the game itself to fix that.
    Provides a real cancel option, whereas the old one had none. This is not a balance change, but a QoL one--everyone just moved the input window off to the side.
2020-12-21 10:28:21 +13:00
Arkatos1
732d055861 tgui: Cyborg Boot Debug (#55584)
This PR refactors Cyborg Boot Debug and brings it's UI from html based one to tgui with some improvements and cleanup. I also took a liberty to add tooltip to each setting to shed some light on its function, as it could be quite unclear what exactly it meant.
2020-12-19 18:30:14 +02:00
tralezab
ade6d47ed1 Refactors Beams to use signals: Revived from 2019 edition! BONUS: Medbeams are also refactored to use signals (#55193)
Huge removal of dead vars, bad timers, and other sloppy jitteriness from beams. They go from checking movement to waiting for a signal.
VARIABLE KILL LIST:

sleep_time: signals baby
finished: signals BAYBEEE
target_oldloc: not only not typecasted as a turf or named as a turf, it was unused. when are we going to use this? the beam starts from the origin!
origin_oldloc: bad name, not typecasted. renamed to originturf
static_beam: how are you an unused variable and still get replaced by signals like really
timing_id: signallllss bbbaaaabbyy
recalculating: you get the drill by now signals baby
base_icon: unused, seemingly replaced by visuals I think
2020-12-18 13:52:55 -08:00
Josh
5dcb2aa39f Adds festive sugar cookie designs for holiday. (#55480)
Adds six new cookie icons which are picked at random for sugar cookies made during the Festive Season holiday event.
2020-12-18 13:51:28 -08:00
Qustinnus
6c771621d6 Some griddle fixes (#55548)
* GriddleFixes

* based

* make bacon burn properly
2020-12-18 13:26:15 -08:00
Rob Bailey
cb01640043 Filterrific! (#55246)
Filter refactor + In Game Filter Editor
Accessed via VV in the dropdown of atoms. "Edit Filters.
Makes filters actually usable.

Co-authored-by: ghgh <hghgh>
2020-12-18 20:05:20 +02:00
interestingusernam3
0f9c59e31a Whetstone comments and code readability improvements (#55522)
Adds comments to sharpener.dm. Replaces all 1's and 0's in boolean value assignments with TRUE and FALSE.
2020-12-17 01:47:29 -08:00
LemonInTheDark
c5698a21c4 Removes roundstart miasma. Yes, even the gibs that are marked as miasma producers. Fuck you. Carbons now start listening for death at init, then get the component when they die. Gibs behave just as they used to. (#55343) 2020-12-16 21:27:01 -08:00
Arkatos1
21f646c00e Adaptive Paint now uses a radial menu for choosing its color variants (#55307)
* Adaptive Paint now uses a radial menu

* Documentation lint fix
2020-12-16 04:05:22 -08:00
Ryll Ryll
9efd36f82d Fixes cleaving saw + whetstone interaction (#55520)
You can't use whetstones on most one-handed transforming weapons (anything in /obj/item/melee/transforming/energy), but there is one type of transforming weapon that can use it, the cleaving saw. However, since transforming weapons reset their force whenever activated/deactivated, and force is how whetstones track if something has been sharpened already, you could repeatedly enable/disable the saw to allow it to be sharpened again and again, allowing you to continually boost the wound_bonus each time (and also make the name really long). While the very limited number of whetstones in the game means this isn't a practical exploit, it's still worth fixing. This also lets the saw keep its sharpened damage bonus between reactivations.
2020-12-15 17:47:48 -08:00
TemporalOroboros
1714a98b47 Gives spoons TOOL_MINING, adds spoons to autolathe and prison vending machines (#55461) 2020-12-14 00:22:15 -08:00
Qustinnus
c6570b3671 [READY] Kitchen Rework part 1: I just want to griddle! (#55319)
This PR essentialy moves away from the extremely microwave dependent cooking we have for meat right now, and making it a bit more sensical by making you use a grill to grill meat. The grill takes a different time (with variation) for different grilled things. Once finished it will turn that food into something else.

Yes, this does mean creating burgers takes longer, but in return you can make more patties at once, and you are not required to stay at the grill while its going. This lets you cook as much as you want at once, just make sure your meat doesn't burn!

In the future, I hope to move more things like this to machines similar to this (Pasta boiling, putting eggs on the griddle, soup making, etcetera) to create for a more interesting cooking experience.
2020-12-13 16:54:15 -08:00
Swept
59782f3fc3 Initial (#55274) 2020-12-13 13:29:28 +01:00
Qustinnus
12c1464bc3 [READY] Creates Datumized AI and applies it to monkeys (#55238)
New AI system, implemented for monkeys.
2020-12-13 13:19:54 +01:00
Ghilker
d186c4f236 Temperature control unit (#55345)
This PR changes how freezers/heaters work by adding a button in the GUI that allow the users to switch between cooling and heating without the need to deconstruct the machine.
Circuitboards now will build the freezer and can't be changed by screwdriving the board.
Mapping isn't touched, all other functionalities are still there.
2020-12-13 07:16:53 +02:00
Ryll Ryll
1ead399589 You can sacrifice souls to toolboxes (#55306)
So, now that it's December, this PR makes it so you can use a soulstone with a shade in it on a mechanical toolbox to sacrifice the shade to give the toolbox back its SOUL (it goes back to the old sprite)
2020-12-13 00:12:58 +00:00
interestingusernam3
580542accc Prevents bypassing the bluespace anomaly core limit by destroying demon portals (#55456)
This replaces the bluespace anomaly core that can be dropped by demon portals with a 3.6% chance with a soul stone.
2020-12-12 19:30:11 +00:00
AnturK
85cbcb23aa Fixes RPD runtime (#55453)
Simple signal regregister runtime.
2020-12-12 19:15:03 +00:00
wesoda25
d625978fd3 Ash lizards don't know galactic common (#55408) 2020-12-11 19:49:20 +00:00
CRITAWAKETS
c07574ae77 Adds in the admin outfit. (#55374)
So i was told to make this if i wanted to get an outfit that actually could work on things like radiation. I also gave it a box full of stabilized extracts because those give quite good effects like more speed and regeneration.
2020-12-11 00:10:33 +00:00
Mickyan
f32784075b Changes painting frame description to explain how they work (#55414)
spellcheck: changed the description of painting frames to better explain how to remove paintings and whether the frame is persistent
2020-12-10 23:46:40 +00:00
Jared-Fogle
0a77d27a1b Replace direct poi_list manipulation with element (#55416)
Replaces GLOB.poi_list |= src and GLOB.poi_list -= src with an element that handles it directly.

More consistent code, especially when a lot of code couldn't decide how to add/remove (some |=, some -=, some .Remove, etc).
2020-12-10 23:30:25 +00:00
Jared-Fogle
7d3fd4355f Everything that uses maptext now uses the class that makes it actually readable (#55420)
Adds a MAPTEXT macro that wraps the given text in the maptext class, the thing we use for Runechat to make it so you can actually read it. Everything that sets maptext now uses this.
2020-12-10 23:25:46 +00:00
LemonInTheDark
92f509ea80 Revert "Refactors how movetype flags are added and removed and the floating animation (#54963)" (#55432)
This reverts commit b8425c003a.
2020-12-09 19:30:28 -08:00
silicons
160175ee8b pass_flags handling refactor + rewrites a part of projectiles for the n-th time (#54924)
Yeah uhh this'll probably need testmerging even after it's done because yeah it's a bit big.
If y'all want me to atomize this into two PRs (pass flags vs projectiles) tell me please. Pass flags would have to go in first though, in that case, as new projectile hit handling will rely on pass_flags_self.
Pass flags:

Pass flags handling now uses an atom variable named pass_flags_self.
If any of these match a pass_flag on a thing trying to pass through, it's allowed through by default.
This makes overriding CanAllowThrough unnecessary for the majority of things. I've however not removed overrides for very.. weird cases, like plastic flaps which uses a prob(60) for letting PASSGLASS things through for god knows why.
LETPASSTHROW is now on pass_flags_self
Projectiles:

Not finalized yet, need to do something to make the system I have in mind have less unneeded overhead + snowflake

Basically, for piercing/phasing/otherwise projectiles that go through things instead of hitting the first dense object, I have them use pass_flags flags for two new variables, projectile_phasing and projectile_piercing. Anything with pass_flags_self in the former gets phased through entirely. Anything in the latter gets hit, and the projectile then goes through. on_hit will also register a piercing hit vs a normal hit (so things like missiles can only explode on a normal hit or otherwise, instead of exploding multiple times. Not needed as missiles qdel(src) right now but it's nice to have for the future).

I still need to decide what to do for hit handling proper, as Bump() is still preferred due to it not being as high-overhead as something like scanning on Moved(). I'm thinking I'll make Moved() only scan for cases where it needs to hit a non-dense object - a prone human the user clicked on, anything special like that. Don't know the exact specifics yet, which is why this is still WIP.

Projectiles now use check_pierce() to determine if it goes through something and hits it, doesn't hit it, or doesn't go through something at all (should delete self after hitting). Will likely make an on_pierce proc to be called post-piercing something so you can have !fun! things like projectiles that go down in damage after piercing something. This will likely deprecate the process_hit proc, or at least make it less awful.

scan_for_hit() is now used to attempt to hit something and will return whether the projectile got deleted or not. It will delete the projectile if the projectile does hit something and fails to pierce through it.

scan_moved_turf() (WIP) will be used for handling moving onto a turf.

permutated has been renamed to impacted. Ricocheting projectiles get it reset, allowing projectiles to pierce and potentially hit something again if it goes back around.

A new unit test has been added checking for projectiles with movement type of PHASING. This is because PHASING completely causes projectiles to break down as projectiles mainly sense collisions through Bump. The small boost in performance from using PHASING instead of having all pass flags active/overriding check_pierce is in my opinion not worth the extra snowflake in scan_moved_turf() I'd have to do to deal with having to check for hits manually rather than Bump()ing things.
Movement types

UNSTOPPABLE renamed to PHASING to better describe what it is, going through and crossing everything but not actually bumping.
Why It's Good For The Game

Better pass flags handling allows for less proc overrides, bitflag checks are far less expensive in general.

Fixes penetrating projectiles like sniper penetrators

This system also allows for better handling of piercing projectiles (see above) without too much snowflake code, as you'd only need to modify on_pierce() if you needed to do special handling like dampening damage per target pierced, and otherwise you could just use the standardized system and just set pass flags to what's needed. If you really need a projectile that pierces almost everything, override check_pierce(), which is still going to be easier than what was done before (even with snowflake handling of UNSTOPPABLE flag process_hit() was extremely ugly, now we don't rely on movement types at all.)
2020-12-10 09:29:27 +13:00
Ghom
b8425c003a Refactors how movetype flags are added and removed and the floating animation (#54963)
I wanted to refactor how movetype flags are added and removed into traits to prevent multiple sources of specific movement types from conflicting one other. I ended up also having to refactor the floating animation loop (the one that bobs up and down) code in the process.
Why It's Good For The Game

A way to avoid conflict from multiple sources of movement types.
This also stops melee attacks, jitteriness and update_transform() from temporarily disabling the floating movetype bitflag altogether until the next life tick.

Tested, but i'm pretty sure improvements could be made.
Changelog

cl
fix: jitteriness, melee attack animations and resting/standing up should no longer momentarily remove the floating movement type.
/cl
2020-12-10 09:28:32 +13:00
Ghilker
aaea29ba6f Windows "lag" fix (#55372)
Change to Move() to make only anchored windows to update the air when they move through the turfs (should prevent abusable situations of lag machines too)
Makes singulo from stage 2 unanchor windows when pulling them (low performance increment for singulo(?))
Why It's Good For The Game

less abusable lag good
Changelog

cl
tweak: only anchored windows call move_update_turf()
tweak: singularities from stage 2 and over will unanchor windows
/cl
2020-12-09 14:21:56 +13:00
Jared-Fogle
f00e379939 Singularity component (#55096)
Adds singularity component
2020-12-08 10:58:03 +01:00
Qustinnus
8737e8cb80 Small do-after refactor (#55172)
This is an alternative to the PR Ryll made, it does some things similar e.g. the default limit of 1 interaction per target for a person, however, it refactors do_afters to support overrides for max interaction counts and unique sources.

For example, stripping uses the item being stripped as the source, allowing you to strip multiple items, but not the same item multiple times.

I've also fixed most other edge-cases this could cause where balance would be affected, but feel free to point out any I might've missed, this'll probably require some longer-term testmerging.
2020-12-07 13:04:51 -08:00
Emmanuel S
29c518ab17 Cargo can now order empty supplypods through the express console (#54215) 2020-12-05 17:55:13 -08:00
Qustinnus
f887155b27 Kills oldfood, Puts newfood on top. (#55160)
Slays the last of old-food, making new-food the new normal.

Co-authored-by: MrMelbert <kmelbert4@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-04 00:11:47 -08:00
Urumasi
5633cfb215 Make RCD suicide place wall and gib user (#55283)
* Make RCD suicide place wall

* gibbing should return MANUAL_SUICIDE

* return SHAME if no ammo

* Only set RCD to wall if the message says so
2020-12-03 19:38:56 -08:00
Jordan Brown
51ba68be76 Merge pull request #55268 from AutomaticFrenzy/patch/docs-from-github-wiki
Migrate some docs from the GitHub wiki into the repository
2020-12-03 11:17:06 -05:00
ArcaneDefence
e84df1a36e Fixes detdrobe construction bug (#55264)
Lets detectives disassemble their vendor to restock it I guess.
They could rebuild it if someone else broke in and took it apart too?
2020-12-01 23:11:24 -05:00
Jack LeCroy
40feaf238b Ports custom food to new food datum (#55207)
Co-authored-by: Bobbahbrown <bobbahbrown@gmail.com>
Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-12-01 17:01:05 -08:00
Tad Hardesty
c9c9b25f13 Single-space the /obj/item/proc/equipped docblock 2020-11-30 21:39:05 -08:00
Tad Hardesty
70e468b891 Merge branch 'master' of https://github.com/tgstation/tgstation into patch/docs-from-github-wiki 2020-11-30 21:25:43 -08:00