Commit Graph

494 Commits

Author SHA1 Message Date
petethegoat@gmail.com
faea964e13 Fixes issue 521.
Fixes issue 676.
Fixes issue 700.
Fixes issue 753.
Fixes issue 754.
Fixes issue 755.

Additionally I slightly cleaned up grenade code and stunglove code, and removed mustardbomb.dm (because it was fucking awful).

THIS BUGFIX TRAIN AIN'T STOPPIN'
Thanks QualityVan for the issue 521 fix, and thanks Nodrak & Tobba for pointing out my dumbness for issues 753 & 754 respectively.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4382 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 19:51:08 +00:00
elly1989@rocketmail.com
ae45d10423 Pulse emitters (singulo engine) are no longer susceptible to EMPs. Resolves Issue 761
The Field generators are now offset from each-other to allow the engine to be restarted should containment fail.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4380 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-12 13:55:19 +00:00
Cael_Aislinn
7423ec7831 Merge branch 'master' of https://github.com/Baystation12/Baystation12 2012-08-11 20:28:14 +10:00
Cael_Aislinn
f33ee15700 fixed up some singularity ignores
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-11 12:44:11 +10:00
CIB
c375935846 Nerfed damage from touching light bulbs 2012-08-10 12:00:40 -07:00
Cael_Aislinn
6ded63b850 various potential runtime / crash fixes
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-11 03:11:45 +10:00
elly1989@rocketmail.com
91d55900ff Resolves Issue 757
Cause: Those min() and max() were being called unnecessarily and were skewing the sd_lumcount values.

Rebalanced darkness a little.

Possible issues: Lights seem to have a longer range now. which could possibly explain the increased cpu use of sd_lighting recently.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4356 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-10 15:13:14 +00:00
ericgfwong@hotmail.com
853433e610 -Fixed exterior virology access button not working
-Increased brightness of light bulbs to 4 (up from 3). This is so I wouldn't have to spam a whole bunch of light bulbs in darker areas to get the same mood it had before the darkness update. And since I don't need them any more, I've removed a bunch of light bulbs I added in in an earlier commit.
-Added a maint door to the Janitor's closet
-Map changes to library and medbay. Thanks, Dingus!
-Updated changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4324 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-06 06:48:39 +00:00
baloh.matevz
e7efac9ca6 - Fixed r4301 so it actually does what it set out to do.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4315 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-04 14:51:46 +00:00
elly1989@rocketmail.com
a4bb788a23 Another Topic-spam related runtime.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4308 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 21:07:28 +00:00
baloh.matevz
aa93ab759c - In an attempt to lessen the effect of the dark patches in halls, as well as to remove the long-standing effect of random dim lights around the station, I removed the randomness of the luminosity of lights with tubes. Their luminosity used to be rand(6,9) to attempt a simulation of lights that are waring out. It is now a fixed 9. The effect on the station never worked right.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4301 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-03 15:40:32 +00:00
elly1989@rocketmail.com
c1b011ff0f Fix for people summoning the forces of darkness with their flashlights.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4295 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 22:45:33 +00:00
johnsonmt88@gmail.com
9cd4950d56 Nar-Sie is now named 'Nar-Sie' instead of 'Tear in the Fabric of Reality' to fit the new sprite.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4291 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 19:43:25 +00:00
elly1989@rocketmail.com
b047f9565a Tidied up sd_DAL a bit to remove the last of the light-spilling and outside lighting since we have never used it.
Removed some unused variables from APCs (and cleaned up the map so they could be removed)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4282 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 14:25:06 +00:00
baloh.matevz
49f3db9954 - F12 now properly hides the action buttons
- Changed the 'black overlay' you get when paralyzed, blind or in critical condition to include a small circle around you. It still 'blinks' once every 25 seconds or so.
- Added a flag BLOCK_GAS_SMOKE_EFFECT, which can be applied to masks, glasses and hats, which prevent gas smoke, which contains reagents, from having an effect on you. Currently only present for gas masks.
- Dramatically lowered the amount of damage you get per breath while in critical condition. Critical condition now lasts for about 5 minutes if nothing is causing you any additional harm. This in combination with the new black image overlay is an attempt at making doctors more willing to help. For one thing they'll have more time to get to you, for another you will get to see if they murder you before sending you to genetics.
- Added Cheridan's wooden chairs to code
- Added a action_button_name to all items, which defaults to null and contains the text which appears on the action button. If an action button exists, but this variable is not set, the text will default to 'Use [name]', name being the name of the item tied to the button.
- Fixed the problem which resulted in certain glasses types making you keep night vision abilities even after you took them off. 

(Screenshot of black overlay: http://www.kamletos.si/blackimage4.png)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4280 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 08:25:34 +00:00
baloh.matevz
38a6299d90 - Fixed the trail of black floors error which happened when you ran through a completely dark passage with a light source on.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4249 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 13:38:44 +00:00
baloh.matevz
a3d9123edd - Added a sprite "7" to the sd lighting file as it was used, even if it didn't exist.
- Piped 3.0.0 a bit.
- Standardized code/modules/power. 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4242 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 05:24:37 +00:00
baloh.matevz
c6a445e73d - Added recursive explosions to code. They are not live yet. I want coders to test them out first. From my testing and estimates, they are about twice as fast as regular explosions, despite the fact that they only have minimal optimization done to them at the moment. - Basically only the things I knew from memory.
- Added two max() things to lighting code. This should stop the negative luminosity error, which happens when large explosions happen, resulting in a large blob of permanently black space. Space will be black now, but when you go through it with a flashlight, it will actually be illuminated properly.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4232 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-30 10:25:02 +00:00
baloh.matevz
eaa13ba9bd - Fixed the bug which made lights not use power.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4211 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-29 04:50:23 +00:00
Cael_Aislinn
1ecbc5c950 modified lockdown computer and blast doors / shutters on antiqua and exodus, now has increased usability etc.
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-29 03:28:50 +10:00
CIB
63e826d119 Derp, edited the wrong variable 2012-07-28 17:01:20 +03:00
CIB
c1ec998c1f Fix power outage problems, take 2 2012-07-28 16:59:59 +03:00
CIB
c4b21c61f7 Quickfix for station losing power in less than 10 minutes 2012-07-28 16:50:10 +03:00
CIB
1952a6fc3a Lighting now turns off before equipment 2012-07-28 16:46:54 +03:00
Mloc
2569bb1d83 Merge pull request #1530 from caelaislinn/master
tgstation.dmm mapfixes, antiqua.dmm engine updates, R-UST updates
2012-07-28 04:42:03 -07:00
Cael_Aislinn
09687957d9 particles should actually dmg properly, instead of error. cant believe this didnt come up earlier
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-28 21:40:07 +10:00
Cael_Aislinn
be5820dd51 revert power changes, moved them to a separate branch
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-27 02:22:03 +10:00
Cael_Aislinn
ca4979313a Merge branch 'master' of github.com:caelaislinn/Baystation12 2012-07-27 02:06:33 +10:00
Cael_Aislinn
0e6939de85 multiple R-UST tweaks and slight updates. this should fix any (all?) known outstanding bugs. i also modified values to be a bit more gameplay sensible (max average output on standard operating levels is ~150-200k per gen)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-27 02:04:44 +10:00
Cael_Aislinn
8e9c2670be reduced smes starting power to 50%
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-26 19:23:28 +10:00
Cael_Aislinn
353396f2cc tripled default computer power usage, tripled default machinery power usage (both active and idle), doubled emp power drain, tripled SMES starting power (from 30% to 90%)
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-07-26 18:54:46 +10:00
sieve32@gmail.com
7bf6788082 -OPTIMIZATION TIME
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...

Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)

These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.

Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.

If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.

Mob related in worlds before this commit: 1262
After: 4
I'm helping


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 03:04:05 +00:00
giacomand@gmail.com
d4c8c14bb1 -Fixed issue 658
-Changed the way light fixtures are constructed. You do not need a light to finish it and instead it will just create an empty light fixture, when you perform the final step.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4177 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-26 01:58:23 +00:00
johnsonmt88@gmail.com
1efec9ad21 Cyborgs can now repair APC's with the AI wire cut. Fixes Issue 679.
- This is a very hackish way to do it.. I don't like it, but it'll work for now. apc's could do with some recoding.

Someone seemed to mix up some indentations in cult rune examines. Fixes Issue 680.
- Cultists examining a rune will be able to read the words.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4167 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-25 00:51:17 +00:00
sieve32@gmail.com
cf86c755d6 Made Save Slots much more robust
-Made a 'default' save slot (D), and whenever you connect it automatically selects the default slot to load from, but manually selecting a different slot will allow you to play on that one before it returns to default.
-Added the ability to name your save slots with the '*'. Names can be up to 16 characters and contain letters, numbers, and basic symbols
-The preview icon on the preference screen now takes into account any job you have set on high, and dresses up the icon accordingly. If assistant is set to 'yes', or AI/Cyborg are on high it will put the icon in a grey suit (So you can still customize).
Solves Issue 667 as well

I tested a good bit with other people's saves, so I'm pretty confident it won't bork savefiles. And before anyone asks, the icon blending didn't make any noticeable lag, since icon procs are client-side.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4159 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-24 04:32:07 +00:00
baloh.matevz
e3d3f2b8e9 - Added support for pulledby, which tells you who is pulling this object.
- Replaced all the .pulling = object instances with start_pulling() and stop_pulling(). Use these from now on.
- Ian and Runtime will now no longer move when being pulled

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4155 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 07:45:27 +00:00
sieve32@gmail.com
64ddd6d2d9 Fix for the lighting.dmi being misnamed, sorry about that
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4152 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 03:30:17 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
giacomand@gmail.com
2399e8d561 -PDA notes and uplink notes are working again.
-Added light flickering
-Ghosts can now make lights flicker a little bit with a minute cooldown. (People voted for it http://www.kamletos.si/tgdb/ingamepolls.php)
-PDAs are sorted correctly on the Message Monitor
-Added some light flickering to the following events: High levels of radiation, Grey Tide virus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4143 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-22 20:56:47 +00:00
giacomand@gmail.com
4f5f726edb -You can make newlines with PDA notes.
-Fixed a bug where if an Alien manages to pickup an item that they shouldn't and put it in their pocket then it won't be stuck remain stuck, being unable to pickup the item you placed in your pocket. It will now instead just drop it if it detects the item in your contents.
-APC will auto-turn on equipment if there is enough power for a certain duration. I want to tweak this some more until I get the perfect balance.
-Updated the changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4141 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-22 15:45:42 +00:00
giacomand@gmail.com
fcdbc4190c Fixed the APC causing runtimes when wires are being cut/mended/pulsed. I mistakenly missed a variable and did not rename it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4136 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-21 22:10:38 +00:00
giacomand@gmail.com
1bab38a25d All "Crawl through vent" lists are sorted.
Aliens can now attack the APC to short it out.
Aliens and Metroids can now attack Windoors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4128 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-20 20:19:48 +00:00
giacomand@gmail.com
b1e63422be -Fixed an issue with the light replacer not recharging properly.
-Reorganized the light replacer a bit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4124 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-20 03:23:29 +00:00
giacomand@gmail.com
d4c0a8130f -Fixed there being no return link when a "No SQL server" message appears on the Library Computer.
-Increased the amount of lights you get from adding glass to the Light Replacer.
-Emagging the light replacer is one way.
-You can add lights to the light replacer to add uses.
-You can unload the trash bag by clicking on it.
-Vodka now heals toxin damage.
-Made light tubes the same price as light bulbs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4114 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-19 17:03:36 +00:00
giacomand@gmail.com
156696be7a -Added the Light Replacer (LR)
ABOUT THE DEVICE

This is a device supposedly to be used by Janitors and Janitor Cyborgs which will
allow them to easily replace lights. This was mostly designed for Janitor Cyborgs since
they don't have hands or a way to replace lightbulbs.

HOW IT WORKS

You attack a light fixture with it, if the light fixture is broken it will replace the
light fixture with a working light; the broken light is then placed on the floor for the
user to then pickup with a trash bag. If it's empty then it will just place a light in the fixture.

HOW TO REFILL THE DEVICE

It will need to be manually refilled with glass.
If it's part of a robot module, it will charge when the Robot is inside a Recharge Station.

EMAGGED FEATURES

NOTICE: The Cyborg cannot use the emagged Light Replacer and the light's explosion was nerfed. It cannot create holes in the station anymore.

I'm not sure everyone will react the emag's features so please say what your opinions are of it.

When emagged it will rig every light it replaces, which will explode when the light is on.
This is VERY noticable, even the device's name changes when you emag it so if anyone
examines you when you're holding it in your hand, you will be discovered.
It will also be very obvious who is setting all these lights off, since only Janitor Borgs and Janitors have easy
access to them, and only one of them can emag their device.

The explosion cannot insta-kill anyone with 30% or more health.

-Changed the broken bottle item icon to "broken_beer"
-Made the flavour text, for hitting yourself on the haad with a bottle, better.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4108 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-18 22:51:28 +00:00
Albert Iordache
b94b57e04c Partially fixed the double definition of BROKEN, renamed organ definitions 2012-07-13 23:42:05 +03:00
johnsonmt88@gmail.com
58e2093744 Fixes hydroponics not producing food if there is no mutmod in the nutrient
Removed process() from machinery/lights as it was not being used.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4020 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-09 16:33:06 +00:00
sieve32@gmail.com
71ca4efcbc -Cleaned up and improved PA icons
-Fixed an unlisted issue involving RD consoles. Now you can use a screwdriver to change the access protocols on the board itself, to be either a core console or robotics one
-Fixed Issue 546, the part of the AIize() that cleared the music was a part of human code, but at round-start it is 'new_player' that is AIized. Moved that part to mob/AIize()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4014 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-08 06:40:33 +00:00
cib
eb8696a919 Fixed bugs in the wire limb repair message. 2012-07-07 11:13:53 +02:00
CIB
72f86d7d2d Regular cable coil can now be used for mending cyborg limbs. 2012-07-07 12:03:28 +03:00