Commit Graph

19238 Commits

Author SHA1 Message Date
PsiOmega
30cb1a32fb No more auto-adjustment of cell status displays. 2014-08-15 08:55:55 +02:00
Chinsky
aaa4023e41 Merge pull request #5997 from PsiOmegaDelta/Ion
Removes the 'loophole' ion-law
2014-08-14 22:56:29 +04:00
Chinsky
dd22c67119 Merge pull request #5989 from PsiOmegaDelta/Warn
Fixes #5985
2014-08-14 22:55:53 +04:00
PsiOmega
46a50dc7a2 Removes the loophole ion-law. Adds in some other ion law changes. 2014-08-14 11:20:45 +02:00
PsiOmega
c38ede7e38 Merge remote-tracking branch 'upstream/dev' into Warn 2014-08-14 10:01:01 +02:00
Chinsky
e172cfe250 Merge pull request #5979 from PsiOmegaDelta/Brig2
Communal Brig - MKIIv2
2014-08-14 11:57:03 +04:00
PsiOmega
6fffe8e077 Merge remote-tracking branch 'upstream/dev' into Brig2 2014-08-14 08:58:59 +02:00
Chinsky
658941a0f9 Merge pull request #5978 from Zuhayr/journalism
Mining changes and basic character backgrounds.
2014-08-14 10:54:49 +04:00
Zuhayr
43a7757252 Merge pull request #5982 from Jarcolr/customs
Adds the cigar case as a premium cigarette vending machine item.
2014-08-14 12:02:49 +09:30
Chinsky
af9f56f164 Merge pull request #5969 from GinjaNinja32/floortiles
Adds floor painter.
2014-08-14 06:31:09 +04:00
Chinsky
abc587b64c Merge pull request #5971 from Lancer411/dev
Fix for infinite loop in smokeFlow() proc.
2014-08-14 06:31:06 +04:00
Chinsky
e23d47e6c2 Merge pull request #5996 from MrSnapwalk/hairhaireverywhere
Adds more new hair.
2014-08-14 06:30:24 +04:00
Zuhayr
4deeacc809 Merge pull request #5950 from comma/hurties
Hurties
2014-08-14 11:59:39 +09:30
MrSnapwalk
6b44ef8ff1 Adds new hair. 2014-08-13 20:15:07 -05:00
PsiOmega
2b1e49efff Fixes #5985. Because it was such a minor change I also dirtied down the maintenance tunnels even more. 2014-08-13 18:59:05 +02:00
Chinsky
ed491e58f7 Merge pull request #5957 from mwerezak/train-cost
Adjusts train supply costs to make the tug/cart ratio choice more interesting for players.
2014-08-13 18:34:51 +04:00
Chinsky
abfeb974f4 Merge pull request #5930 from Jarcolr/monkey
Removes diaper/onground states from monkey.dmi
2014-08-13 18:33:35 +04:00
Chinsky
1c5e944ce5 Merge pull request #5954 from Zuhayr/dev
No one is going to read this all anyway
2014-08-13 18:33:09 +04:00
Jarcolr
bbae424f66 Diaper back on monkey. 2014-08-13 12:24:25 +03:00
Jarcolr
049c5c27f3 Merge branch 'customs' of https://github.com/Jarcolr/Baystation12 into customs 2014-08-13 12:12:09 +03:00
Jarcolr
6c807199c9 Adds the cigar case as a premium vending item
5 may be a bit too much, but who is going to get all those coins,
anyway?
2014-08-13 12:10:43 +03:00
GinjaNinja32
7b7f526903 Fixes being able to use the floor painter through windows, windoors etc. 2014-08-13 09:30:11 +01:00
Zuhayr
688cf22a67 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev 2014-08-13 17:10:37 +09:30
PsiOmega
b56e2d4e72 Adds new brig. Source: https://github.com/Baystation12/Baystation12/pull/5928 2014-08-13 09:37:16 +02:00
PsiOmega
2a46b83dce Adds new items. Source: https://github.com/Baystation12/Baystation12/pull/5928 2014-08-13 09:35:04 +02:00
Snapshot
1476234698 Merge pull request #5958 from iamgoofballsecondfork/familyman
https://www.youtube.com/watch?v=tZZv5Z2Iz_s (Because there's so many of us, git it?)
Ports the "Family Man" Hair Pack from /vg/station.
2014-08-12 22:39:14 -07:00
Zuhayr
649af28c77 Fixed the overlay issue for now. This will need replacing. 2014-08-13 12:04:51 +09:30
Lancer411
2882576358 Fix for infinite loop in smokeFlow() proc.
When chemical grenade being activated on any unsimulated turf (for example a space turf), smokeFlow() starts infinite while loop, overloading the server.
With the only one unsimulated turf in pending list while() loop can't finish itself and for() loop can't start.
This fix makes chemical grenades being able to explode in space without server going in infinite loop.

Also fixed issue with smoke being able to pass through glass walls with help of c_airblock() proc. That's the best solution I could come up with.
Zone check code was useless because every single turf besides walls (which allready checked) and unsimulated turfs have it, making algorithm believe that turfs behind the glass wall are being reachable by chemsmoke.
I don't know if it was intended not to spread smoke in airless or unsimulated areas, but a bunch of airless simulated floor tiles in space is good enough for this algorithm to start spreading smoke around.

P.S. this algorithm is good for large, open areas and horrible in narrow maint tunnels. It is creating only a single cloud of smoke for 50/50/50 recipie in 1 tile wide tunnel.
2014-08-13 06:26:30 +08:00
GinjaNinja32
9abd6765b1 More floor tiles 2014-08-12 21:13:46 +01:00
GinjaNinja32
0493090f15 Add more floor tile types 2014-08-12 21:09:51 +01:00
GinjaNinja32
dcd5092f23 Add floor painter 2014-08-12 20:47:26 +01:00
Chinsky
7befe12950 Merge pull request #5965 from Lancer411/dev
Fixes for grid_check random event.
2014-08-12 21:55:38 +04:00
Chinsky
573f49624e Added suggested new type of wounds for stumps 2014-08-12 19:48:17 +04:00
Zuhayr
60d5e899f7 Merge pull request #5966 from PsiOmegaDelta/Xeno
General map changes
2014-08-13 01:01:22 +09:30
Zuhayr
3d16309444 Merge pull request #5956 from comma/optable
Optable changes
2014-08-13 00:46:21 +09:30
PsiOmega
4ce3f11aa3 General map changes
Sneaky second CE-door returned. It's gone now.
Moved disposal-to-space sign in Xenoflora to the disposal unit.
The doors of the emergency storages on the starboard side of the station no longer imply that they are maintenance sections but, indeed, emergency storages.
Added oil, webs, dirt, and clutter randomly about the maintenance tunnels.
2014-08-12 17:01:04 +02:00
Lancer411
80305bc2fb Checks for SMES Z level at power_failure.dm
Little fix which checks Z level of SMES before drying it up at grid_check event.
2014-08-12 22:05:28 +08:00
Lancer411
784b546e93 Fixes for grid_check random event.
There was an issue, when APC with removed cell in area was powered at power_restore() proc, making area allways powered despite APC was not working.
Removed part of code which unpowers area directly, bypassing the APC process code. This makes grid_check event less laggy and smooth. Downside is lights not being shut down immediatly.
AI SMES still not being affected after this fix.
2014-08-12 19:50:20 +08:00
iamgoofball
88c034a30b Ports the "Family Man" Hair Pack from /vg/station. 2014-08-11 13:25:57 -07:00
mwerezak
db1e88abed Adjusts train supply costs 2014-08-11 12:25:07 -04:00
Chinsky
37ad0e3c1c Changed optable so it would not care why victim is lying down. It would only accept victim if it was resting, so sometimes it would not recognize lying mobs as valid victims, leading to lots of unfun in surgery.
Updated surgery helper to account for that, also cleaned it up a little with replacing all the possible causes of lying down with just lying check. It's all checked in can_move already.
2014-08-11 19:07:19 +04:00
Chinsky
4d44d3cf8f Merge pull request #5952 from PsiOmegaDelta/Life
Fixes #5946
2014-08-11 18:15:33 +04:00
PsiOmega
c3de9ca3c7 Fixes #5946 and cuts down on duplicate code across Life() procs. 2014-08-11 10:42:32 +02:00
Zuhayr
f09d1218fe Master to dev merge. 2014-08-11 17:23:40 +09:30
Zuhayr
54ec5f0233 Attempting to fix a very weird overlay error, refactoring some shit mining code. 2014-08-11 11:42:16 +09:30
Zuhayr
beaad5a37b Merged in preferences file changes, changed None to Unset for home system. 2014-08-11 10:38:01 +09:30
Zuhayr
a2945a00d7 Merge pull request #5940 from mwerezak/power-net
Update for shield generator power use and power net fixes
2014-08-11 10:13:26 +09:30
Zuhayr
7c46a67551 Merge pull request #5949 from Ccomp5950/cult-tele
Summon cultist and free cultists runes now give cultists less damage
2014-08-11 10:13:12 +09:30
Zuhayr
9ec66acc90 Merge pull request #5936 from Walter0o/patch-3
fixes #5934 and teleport comp fix
2014-08-11 10:12:57 +09:30
Chinsky
dddaab172c Made missing limbs not process.
Moved code in processing so that ORGAN_DESTROYED limbs won't process wounds and chemicals. They still need to process once to actually fall off (too lazy to change that)
Made dropping limbs remove all wounds and germs. Instead, one big wound is spawned on parent organ. Damage depends on the organ.
Removed missing  limbs bleeding on their own, since that's what that wound is for now.
They still would ache until surgically mended anyway.
Fixed possible issue with amputation not fixing the rotten limb.
2014-08-11 04:35:45 +04:00