Commit Graph

849 Commits

Author SHA1 Message Date
Wallemations
97dcf5ed51 Merge branch 'master' into master 2020-08-26 16:18:47 -04:00
OnlineGirlfriend
c838ba21da [Ready] Wedding Content! Crate with tuxedo, wedding dress, cummerbund, veil, and craftable bouquets (#52733)
Adds wedding content.
2020-08-26 15:01:16 +02:00
Wallemations
e3fb5115ea Merge branch 'master' of https://github.com/tgstation/tgstation 2020-08-25 23:47:17 -04:00
TemporalOroboros
70d4bcaf3c Makes reagent exposure methods bitflags (#53164) 2020-08-25 16:40:15 -07:00
Qustinnus
4925565a2b Adds an action speed modifier system (#53023) 2020-08-25 09:49:41 -07:00
Rohesie
988319b3e3 mobility refactor (#52929) 2020-08-24 13:56:07 -07:00
81Denton
3858b72bdb Merge pull request #53020 from Qustinnus/fatgrowing
[READY] Vatgrowing: Third time's the charm
2020-08-24 22:46:08 +02:00
Ryll Ryll
22b282634f Tackling now disables throwmode when you hit something + a few small buffs/changes (#53050)
* hugboxes tackling

* gorilla gloves a bit better

* update comments

* health update

* update

* less annoying doc
2020-08-25 00:13:09 +08:00
TemporalOroboros
6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
floyd
df065fb46b snake case 2020-08-23 02:05:35 +02:00
floyd
6acbd68576 done 2020-08-23 01:52:28 +02:00
floyd
4160ff60d9 donerino roheserino 2020-08-23 00:59:08 +02:00
floyd
d8c2e683a0 Merge branch 'master' into fatgrowing 2020-08-22 23:01:19 +02:00
Qustinnus
f5eec08566 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:45:17 +02:00
Qustinnus
409f931591 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:44:57 +02:00
Qustinnus
86a6d900b7 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:44:48 +02:00
Qustinnus
fad1290bed Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:44:37 +02:00
Rohesie
eda7c6ca55 Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
2020-08-22 14:56:38 +12:00
Qustinnus
3ad50dadc0 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 06:58:50 +02:00
Qustinnus
e9dc954ab9 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 06:58:40 +02:00
Qustinnus
87c4df3880 Food refactor part 1: Bread destruction and processable element (#53047) 2020-08-20 21:07:05 -03:00
Qustinnus
8447972770 Update code/datums/components/swabbing.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-20 23:37:20 +03:00
floyd
c9238dfdce all done 2020-08-20 23:37:16 +03:00
floyd
4e1b95c7e0 done 2020-08-20 23:37:12 +03:00
floyd
4fa95f900f fixes 2020-08-20 23:36:31 +03:00
floyd
9b4a488216 no food stuff 2020-08-20 23:36:18 +03:00
Jared-Fogle
d4f8c10f49 Monkeys are now disarmed like humans (#53036)
Previously, monkey disarming was the old system of RNG stun/lose item. This PR makes disarming monkeys the same as disarming humans.
2020-08-20 12:48:54 -03:00
Jared-Fogle
45c14f6330 Adds SIGNAL_HANDLER and SIGNAL_HANDLER_DOES_SLEEP to prevent signal callbacks from blocking (#52761)
Adds SIGNAL_HANDLER, a macro that sets SHOULD_NOT_SLEEP(TRUE). This should ideally be required on all new signal callbacks.

Adds BLOCKING_SIGNAL_HANDLER, a macro that does nothing except symbolize "this is an older signal that didn't necessitate a code rewrite". It should not be allowed for new work.

This comes from discussion around #52735, which yields by calling input, and (though it sets the return type beforehand) will not properly return the flag to prevent attack from slapping.

To fix 60% of the yielding cases, WrapAdminProcCall no longer waits for another admin's proc call to finish. I'm not an admin, so I don't know how many behinds this has saved, but if this is problematic for admins I can just make it so that it lets you do it anyway. I'm not sure what the point of this babysitting was anyway.

Requested by @optimumtact.
Changelog

cl
admin: Calling a proc while another admin is calling one will no longer wait for the first to finish. You will simply just have to call it again.
/cl
2020-08-20 09:11:28 +12:00
tralezab
6a25b30b12 Removes "availible" mispellings in codebase (#53046)
* AVAILABLE

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-08-19 23:57:37 +03:00
Rohesie
25f670f8de Opacity refactor (#52881)
Moves all opacity var manipulation to a proc which sends a signal.
    light_blocker element for movable opaque atoms made, which tracks its movement and updates the affected turfs for proper lighting updates.
    has_opaque_atom boolean replaced by the opacity_sources lazylist to keep track of the sources, and a directional_opacity which serves a similar function but also allows for future expansion with on-border opaque objects (not yet implemented).
    Some opacity-related sight procs optimized as a result of this.
    Some variables moved to the object's definition.
    A define or two added into the mix for clarity.
    Some code cleaning, like turning booleans into their defines.
    One file renamed for clarity.

Changelog

cl
balance: Mechs no longer block sight. It's a non-trivial cost for the lighting system with little to no gain.
/cl
2020-08-19 13:24:20 +12:00
tralezab
728d1ca524 cleanup the corpse file, cleanup stationstuck component, adds stationstuck to the reanimated skeleton (and zombie, why not) (#52940)
all living spawners in corpse.dm are now in ghost_role_spawners. I hate having to search two different files to HOPEFULLY find which ghost role I need to edit.

Added a disclaimer about giving guidance or at least stationstuck component to stuff so this doesn't happen again

Cleaned up stationstuck. Man, I know I made this, but damn I did kind of a shit job
2020-08-18 22:20:25 -03:00
Timberpoes
3ccd58639c Fix runtime with CANT_WOUND weapons that use pellet_cloud (#53001)
In /datum/component/pellet_cloud/proc/pellet_hit if the projectile's wound_bonus is CANT_WOUND, then wound_info_by_part[hit_part] never gets a value set.

This causes an issue in /datum/component/pellet_cloud/proc/finalize() where it assumes that wound_info_by_part[hit_part] has always been set to a list(x,y,z).

I added a quick if check to skip this where there's no wound info for a part.

Weapon this behaviour manifested on: DRAGnet on net mode. Due to the runtime, I didn't notice it dealing any stamina damage. This should fix that scenario as well as any other CANT_WOUND projectiles and prevent them from runtiming early.
2020-08-18 21:26:29 -03:00
ATH1909
bbaec71193 you can no longer stuff a bajillion live mice into your chef's hat (#52640)
* fuck

* Update code/datums/components/storage/concrete/pockets.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-15 01:32:17 +02:00
Rohesie
7586d20c23 Fixes staminacrit not paralyzing (#52906)
Additionally removes the now-superfluous stam_paralyzed variable. We can already track this with the incapacitated effect from the stamina source.
2020-08-13 14:51:56 +12:00
Wallemations
38424855f0 Adds Sign Language quirk 2020-08-12 20:36:18 -04:00
WarlockD
6317c371c2 Various Paper bug fixes (#52470)
* Ugh too tired fix latter

* Ok think its fixed, still need to make the stamp working

* Major fixes done, but still the ui dosn't pop up once you examine the door

* Ok you can read doors now, that was annoying.

Ok we done

* Update paper.dm

oh fix

* I have DONE it! Alright

* Miner fixes on order

* Update tgui.bundle.js

* Update code/modules/paperwork/paper.dm

Sure

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/paperwork/paper.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Alright some fixes

* Update tgstation.dme

* Revert "Update tgstation.dme"

This reverts commit 3eaa48d9fcfa2645663420165c39643c3ae5d939.

* Update tgui.bundle.js

* Update code/datums/components/honkspam.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/datums/components/honkspam.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/paperwork/paper.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/modules/paperwork/paper.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Bahhh...me..so..tired

* pointless uistate gooone

* Update tgui.bundle.js

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-11 23:39:10 +03:00
Fikou
1904c7aadb you can now make extendohands with a right and left arm (#52826) 2020-08-11 12:12:27 -03:00
Rohesie
8f917ff1d9 immobilized (#52578)
Adds an immobilized trait.
    Adds procs for several variable changes so we can respond to their events.
    Adds some signals for said variables changing.

Need to turn the variation in number of usable legs and arms (get_num_legs() and get_num_arms()) into events we can respond to, but they are pretty annoying to do so. Probably for a different PR.
2020-08-11 14:44:01 +12:00
KathyRyals
20989d255b Added the ability to upload honk viruses to doors, machines and computers. Added new sound_player component. (#52593)
* Added the ability to upload honk viruses to airlocks.

* Removed shoes requirements. Added charge gain sound.

* Revert "Removed shoes requirements. Added charge gain sound."

This reverts commit 641fe91a1c936c2de0cdd8104304d7f25bc831a8.

* Added ping on charge gain.

* Refactored to use components and signals.

* Now works on all machines / computers.

* implements suggested changes

Co-authored-by: Rohesie <rohesie@gmail.com>

* Moved signals around.

* WIP

* Finally added sound_playing component.

* Rohesie provides good code

Co-authored-by: Rohesie <rohesie@gmail.com>

* More Rohesie goodies

Co-authored-by: Rohesie <rohesie@gmail.com>

* Everything is fucked oh god

* Clean sweep

* Update code/game/objects/items/devices/PDA/PDA.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

* Update code/game/objects/items/devices/PDA/PDA.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-10 19:41:34 -03:00
tralezab
1b68d92ea2 RPG Loot's summoning affix can no longer summon mecha pilots and elites (#52781)
* jesus christ

* webbit
2020-08-10 17:13:39 -03:00
tralezab
e0b43bd1fa beetlejuice fix (#52806) 2020-08-10 11:22:14 -04:00
WarlockD
ff6d4ebe4a Blacklist fix for self crafting (#52804)
* First fix

* Ugggh
2020-08-10 11:21:36 -04:00
Timberpoes
19c3bbde31 Cleanup up all instances of using var/ definitions in proc parameters. (#52728)
* var/list cleanup

* The rest of the owl

* plushvar bad

* Can't follow my own advice.
2020-08-07 12:23:42 -03:00
ShizCalev
e6319528a5 Merge pull request #52721 from Time-Green/fix-plumbing-turn-connects
Fixes setting turnconnects to false making plumbing ducts invisible
2020-08-05 17:55:55 -04:00
Jared-Fogle
7df16c595e Confusion will no longer continue to confuse after being cured (#52286)
* Confusion will no longer continue to confuse after being cured

* Grammar comment fix

* Move to status effect

* Remove test per request

* Make confusion a status effect, confusion curing now completely neuters the confusion

* set_confusion changes, get_confusion

* Fix confusion going down twice per tick

* Change strength = to proc

* Move procs to status_procs
2020-08-05 16:36:00 -03:00
Time-Green
09e70bcd6c makes code prettier 2020-08-04 20:35:14 +02:00
Time-Green
4ff6041052 fix turnconnects false not working 2020-08-04 19:39:02 +02:00
Jared-Fogle
ef87dc4eb9 Riders will now turn with their vehicle (#52612)
* Riders will now turn with their vehicle

* Remove new signal, refactor to accept a direction

* Update code/datums/components/riding.dm

Co-authored-by: Rohesie <rohesie@gmail.com>

Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-04 13:17:35 -03:00
LemonInTheDark
3558dc1f1b Adds a coder override emote so manual custom emotes work properly (#52602)
* Adds a coder override emote to skip dumb shit with me

* I know this sucks, I can't comprehend how to do this cleanly without a full rewrite

* cleaner now
2020-08-03 05:05:07 -03:00
Theos
7f0d247120 mood multiplier no longer applies per moodlet (#52632) 2020-08-03 03:51:53 -03:00