- Player panel new will now properly display all antagonists in red
- Added a link to 'check antagonist' to the top of Player panel new.
- Removed some copied, unused files
- Added a default variable to fake insulated gloves for the siemens coefficient. Do not ever set it to default to null! It will break any place where initial(var) is used!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3528 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a new chemical: lipozine, a weight loss drug. Made with sodium chloride, ethanol, and radium.
-Added Invisty's new blob sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3522 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed deaths at the end of nuke rounds, optimised the code a little
gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.
Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have .giverutimelog . This allows them to grant a specific client access to the server's runtime logs. (they can grant themself access this way too). NOTE: runtime logs can be used to meta, only grant access to coders or people you trust. It may also be wise to ensure they do not play in the current round.
Introducing .getserverlog . It allows any admin above moderator to access ANY archived server/attack logs. Should mkae processing forum ban requests a lot easier since all admins with ban capabilities now have access.
getruntimelog renamed to .getruntimelog . File-request spam prevention increased to 60seconds to discourage access serverlogs too much! They can reach sizes of 4Mb sometimes so please be responsible with them admins.
runtime logs should now be saved to /data/logs/runtime/ (you may have to create this folder yourself)
ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff text from the logs.
PHEW
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3509 316c924e-a436-60f5-8080-3fe189b3f50e
These two verbs can be accessed by using the 'debug verbs' verb, which is accessible to game masters. The first checks for unconnected atmos machinery, pipes and manifolds, the 2nd checks for suspicious powernets. Both are intended to help mappers find wrongfully placed wires and pipes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3508 316c924e-a436-60f5-8080-3fe189b3f50e
If a cultist builds a construct, that construct will be a cultist. This means they can see cultists finally (and will probably count for the escape objective, so that might need changing numbers wise)
Fixed some typos in the cult runes (godamnit Urist) and the blind rune can no longer be made into a talisman, cause a handheld, instant, AoE blind that lasts 20 seconds with no counter is retarded.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3507 316c924e-a436-60f5-8080-3fe189b3f50e
In short: massive updates to security, the library, hydroponics, the kitchen and the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion (only in paperwork)
PROBABLY A BUNCH OF OTHER SHIT
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3505 316c924e-a436-60f5-8080-3fe189b3f50e
Adds a (disabled) framework for making people drop where they're stunned without waiting for the next tick
Shuffles sleeping and resting, making them cause effects of their own rather than just relying on 2 ticks of paralysis or whatever.
You now stand up before being able to move again (called in canmove)
Reduces slip chance from 50 to 0 when knocked out (more in line with the comments in the code, and it just makes more sense)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3503 316c924e-a436-60f5-8080-3fe189b3f50e
-New carrot in-tray sprites.
-Added define for bottle of adminordrazine and supporting code for injecting adminordrazine into plants. Basically for debugging, so I don't have to spend 10 minutes injecting plants with mutagen each time.
-Raised the passive species-mutation chance slightly. For real this time.
-Added sprites for red and yellow floorbots into aibots.dmi.
-New PDAs for the botanists and librarian. Sprites for cartridges for both too. (There's some work into a botany cartridge but it's commented out for now)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3498 316c924e-a436-60f5-8080-3fe189b3f50e
-Added money trees. When life gives you lemons, mutate them into cash.
-RnD can create a new tool for botanists: The floral somatoray. Has two modes. Use it on your plants to induce mutations or boost yield.
-Raised the passive species-mutation chance slightly.
-Fixed a goof I made before when I was editing poppies. Woops.
-Changed the name of "Generic Weeds".
-Normalized grass harvests.
-Couple of typo fixes.
-Updooted my changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3495 316c924e-a436-60f5-8080-3fe189b3f50e
Added Khodoque's new shotgun sprites.
Added my new gasmask sprites. Removed emergency gasmasks, as the distinction is non-existent.
Very slightly reshuffled some mask stuff around, but it's still godawful.
Medical masks are now /obj/item/clothing/mask/breath/medical
Removed the define for HALFMASK, as it was completely unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3493 316c924e-a436-60f5-8080-3fe189b3f50e
TODO: I was intending to use dust to kill players off on a nuclear-loss. However dust() is very very broken. So I've hardcoded everything to die until I can fix dust().
Added an adminverb for 'Game Master's. It was a debug verb so I could test cinematics but I've left it in as it might be handy for events, especially if we get more cinematics. To access it type "cinematic" in full into the input bar as a Game Master, then follow the prompts. At the moment, it only handles nuclear stuff (that's all there is anyway). You can choose where the nuke detonated 0= on station; 1= near station but in space; 2= off the z-level. You can also force a cinematic from another game-mode to play with the prompt after that one.
Note: All mobs are buckled to a bed located inside the gameticker (odd I know) whilst a cinematic is playing. The bed is deleted afterwards releasing all players. If off_station=0 then all mobs will be killed too. This is to stop people running around and doing stuff during the cinematic. I really didn't want to add more variables/checks to mobs.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3481 316c924e-a436-60f5-8080-3fe189b3f50e
This verb can only be accessed by typing it in full in the input bar down the bottom of the gamescreen.
HOW DO I LOG RUNTIMES?
Firstly, start dreamdeamon if it isn't already running. Then select "world>Log Session" in dreamdeamon (or press the F3 key)
navigate the popup window to the log/runtime/ folder from where your tgstation .dmb is located.
OPTIONAL:
you can select the little checkbox down the bottom to make dreamdeamon save the log everytime you start a world. Just remember to repeat these steps with a new name when you update to a new revision!
Save it with the name of the revision your server uses (e.g. r3459.txt).
This will allow us to gather information on bugs across multiple servers simply by logging on as a player and asking any Game Master to send us the logs.
Hence making maintaining our codebase for the entire community a TONNE easier :3
If you're keeping runtime logs: Thanks for your help!
~love from #coderbus
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3475 316c924e-a436-60f5-8080-3fe189b3f50e
This would have been a lot easier with admin cooperation.
TODO: make some sort of failsafe so stupid stuff like this doesn't happen
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3473 316c924e-a436-60f5-8080-3fe189b3f50e
The links within adminhelps now work again. I must've intended to change the topic calls to reference clients but totally forgotten :S
sorry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3467 316c924e-a436-60f5-8080-3fe189b3f50e
- added feedback logging for newscasters
- added feedback logging for admin verbs
- added shuttle timers to escape pods
- added feedback logging to chemical reactions
- clipboard can now fit on your belt
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3465 316c924e-a436-60f5-8080-3fe189b3f50e
- "Mapping debug" verb renamed to "Debug verbs"
- assume direct control, jump to dead group, startup singulo verbs removed from admins. You can enable them by calling the verb 'debug verbs'. 'debug verbs' remains game-master only, as it is just for debugging stuff. For a non-game master to use the 'assume direct control' verb, they have to use view variables - it was added to the drop-down.
Some procs were moved around. Please code things in the locations which make sense! If you are making a verb for /mob/living, then don't put it in mob.dm, put it in mob/living.dm. Thanks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3461 316c924e-a436-60f5-8080-3fe189b3f50e
-Ambrosia vulgaris now has a mutation.
-Added 1% chance for a species mutation whenever a plant's stats mutate.
-You now get more descriptive messages when applying mutagen to plant trays.
-Removed sugarcane seeds from the vending machine. They were redundant and had poor sprites and no recipes. Added the seeds to the seeds crate so you can still get them, if you really want to...
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3460 316c924e-a436-60f5-8080-3fe189b3f50e
AdminHelps are now client verbs rather than mob verbs. Which means adminhelp can be called from cmd_admin_pm when an admin disconnects or something. This will stop non-admins getting the message "Client not found" (read as: license to grieffe) when an admin disconnects for whatever reason.
Moved AdminPM stuff to adminpm.dm
Fixed some run-times in posters and fixed posters eternally having the laying poster icon_state(whatever it was called) when something went awry.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3456 316c924e-a436-60f5-8080-3fe189b3f50e
-Watermelon and pumpkin biomass lowered a bit so biomass isn't totally trivial to acquire.
-Added more wood items for tower cap wood construction: Wooden doors and sandals.
-Added plump helmet biscuits and mushroom soup to kitchen recipes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3454 316c924e-a436-60f5-8080-3fe189b3f50e
I've added no content just the foundations. All it does is give the station a holiday themed name and say "Happy [Holiday] Everybody!" at the round-start.
Added a .Set Holiday verb for GM and GA Admins. I'd rather people didn't use it for now (there's not much point as there's no content yet anyway). It's mainly for bugtesting.
Foundations are there to create holiday random events and round-start stuff so we can keep everything together. Check out code/game/gamemodes/events/holidays !
NOTE: This is intended for easter eggs! Little trinkets and such to make these days special. It IS NOT for spawning grief items and game-changing stuff. If you REALLY want to add stuff like that, please speak to the project heads. If it's used for spawning bullshit like poop or grief items I'll just remove my code. Thanks.
Happy Friday 13th :)
Other Fixes:
Oxygen tanks no longer spam BEEPBEEPBEEPBEEP at everybody nearby. That only happens for the person holding them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3450 316c924e-a436-60f5-8080-3fe189b3f50e
Commented out the authentication system. It was the remnants of the old goon authentication stuff (or maybe even older) and wasn't actually used in our code at all (at least not in any useful way, it was merely called and short-circuited to 1, so all those if(authenticated) were totally pointless. This has removed 3 unused variables from every client, a bunch of unused variables from the config and two empty text files!
Committed (as a config option) a feature requested by Apoc station. It causes a 'reply to' window to popup when an admin PMs a non-admin player. It's meant to grab their attention so they can't say "I didn't see your PM". It defaults to off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt
Fixed a derp in isday where it was fetching the month instead of the day.
Removed medal references from Gib()
Removed the medal_hub global variables because they aren't used in any way shape or form.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3444 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed a syringe gun runtime.
Added WJohnston's silver head ID, and his new asteroid floor sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3443 316c924e-a436-60f5-8080-3fe189b3f50e
http://code.google.com/p/tgstation13/issues/detail?id=440
◘The problem:
People being able to move while resting/lying
◘What caused it:
When a user decided to press "rest", a single variable, resting, was switched from 0 to 1. Through life.dm procs, when the handle_regular_status() proc saw the mob resting && his weakness being 0 or less, it would just give him 2 seconds of being-weak, through Weaken(2). Later on, the proc called update_canmove() to see if the guy had the ability to move due to weakness but also due to reagents/drugs/sleep etc.
At every tick, this proc also reduced mob.weakness by 1.
The chain that led to the problem was:
○User decides to rest
○resting is set to 1, handle_regular_status_updates() runs
○Proc sees that the user's resting var == 1. Does mob.weakness = 2
○Proc handles weakness. mob.weakness -= 1. It is now 1.
○update_canmove() is blind to resting, though sees that there's weakness. Sets canmove to 0
○Proc runs again the following second
○Proc sees user is resting.
○mob.weakness <= 0 fails, since it's 1 from the last run. Weakness stays at 1.
○Proc handles weakness, mob.weakness-=1. It is now 0.
○update_canmove() now sees that there's no weakness, and sets canmove to 1, even though the user is still resting & lying
○For a second, the user is able to roll around on his lying butt
○Proc runs again, giving Weaken(2) and disables movement again, and the circle repeats.
◘How it got fixed:
Made update_canmove() not blind to resting. I don't like this solution, as resting still equals weakening and there's wasted processing, albeit miniscule. I will try to work on something better.
◘Sleep can now go over 1 again, some dumb shit did not realise this and led to sleep being weak as hell. You can now put people to permanent sleep through anaesthetic gasses and toxins. Deciding to sleep will put you out for 20. Deciding to faint will put you out for 10.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3442 316c924e-a436-60f5-8080-3fe189b3f50e
Temp-fix for mob/say.dm It's being sent null from Tcomms, so I'll leave it to somebody with experience with that.
Fix for items bein in your inventory and on the floor
Fix to stop people pulling themselves and causing runtimes (lol)
Fixes a bunch of stuff in the flash code. EMPs will now cause flashes to flash their holder. They don't runtime when flashing cadavers. They don't runtime when being EMPed. They will (hopefully) rev those select few buggy people who weren't getting reved previously. (I can't fix that totally without playing with a bunch of mind stuff)
Fix for throwing nothing. :P
Fix for removing tanks that don't exist from transfer valves.
ummm...I think that's it
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3441 316c924e-a436-60f5-8080-3fe189b3f50e
Decreases the number of secret rooms to 3, changes secret room artifacts to be based off weight, adds more potential secrets.
Adds a new type of facehugger that is more aggressive.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3438 316c924e-a436-60f5-8080-3fe189b3f50e
runtime error: Cannot modify null.layer. proc name: done (/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human) src: the human (/obj/effect/equip_e/human)
call stack: the human (/obj/effect/equip_e/human): done() the human (/obj/effect/equip_e/human): process()
runtime error: Cannot execute null.use(). proc name: attackby (/obj/structure/barricade/wooden/attackby) usr: Jeffery Long (/mob/living/carbon/human) src: the wooden barricade (/obj/structure/barricade/wooden) call stack: the wooden barricade (/obj/structure/barricade/wooden): attackby(null, Jeffery Long (/mob/living/carbon/human)) the wooden barricade (/obj/structure/barricade/wooden): DblClick(the floor (159,129,1) (/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...")
Rewrote wielded weapons to be their own weapon subclass. There was no point having a var/wielded var/twohanded var/force_unwielded var/force_wielded for every damn item when there is only 1 wield-able weapon anyway. All the wield-able stuff is now in twohanded.dm
Changed the adminhelpsound to some creative commons sound I pinched. Until somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW.
All PMs trigger the adminhelp sound. That means when you OM a player they get the sound, if a admin is PMed they only hear it if their adminhelp sounds are enabled. This should allow people to get eachother's attention when t he chat is busy.
Fixed some bad code with poddoors (which is used for the shutters in QM)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3435 316c924e-a436-60f5-8080-3fe189b3f50e