in the admins module folder.
All of the files are unticked, and could potentially be buggy.
If you are testing them, copy them over to the admins module folder, and
overwrite the files.
Coders, if you change anything in the normal versions of these files please make
sure you change the new versions as well to help prevent code being lost once
this is implemented.
Revision: r3409
Author: Superxpdude
Adds a listing of the tension required for each mode to have a chance to fire at
the bottom of the tensioner controls
Revision: r3408
Author: VivianFoxfoot
Cell charger and Recharger are now wrenchable to make them moveable
Cleaned up autolathe code, removed the delay when inserting sheets, using any
item on it while maintence cover is open will result in cable window opening.
Revision: r3406
Author: daniel.cf.hultgren
All admins that should be able to delete can now do so again.
gave the adminverb procs a much needed spring-clean. Added some missing returns.
moved comments around. Made the verblists more legible.
Revision: r3403
Author: elly1...@rocketmail.com
Game Masters have been given the ability to modify tick_lag on the fly. This
SHOULD make the game feel a lot smoother.
Fix for people being unable to modify NTSL code.
Fix for not being able to use pills as pill-satchels properly.
Revision: r3401
Author: vageyenaman
- You can no longer toggle the welding helmet when stunned or restrained.
- You can no longer give yourself all-access via-disposals. Living mobs and
living mobs inside of a container cancel their holder's destination. This still
allows people wrapped in lockers to be sent to their proper destination, however
it would require someone on the other end to open it. So it's their fault for
not dragging it out before opening it.
Revision: r3400
Author: johnsonmt88
Moved delete to trial admins because they can already mass delete and that's not
particularly as helpful as regular delete (but a lot more destructive)
Trialmins can now toggle adminhelp sounds without observing
Revision: r3397
Author: quartz235
feel like maintaining/expanding it. If any of the other coders want to, they
can re-add it.
Converts the metadata system into its own thing
Makes ghost_ears hear emotes as well as a test.
Revision: r3392
Author: VivianFoxfoot
-Added pumpkin pie and slices. Made with 5 milk, 5 sugar, 1 pumpkin, 1 flour, 1
egg.
-Added carved pumpkins/jackolanterns. Carve them with any of the usual things
you use to carve things. They work similarly to hardhats.
-Eating corn now makes corn cobs. Carve them with a saw, a knife, or a hatchet
to make a corncob pipe. Set up class for smoking pipes to make it easy for
others to add more pipes as desired.
-Added the bit of transparency to biohelmets that they were always supposed to
have, fixed the scientist helmet being over too far by 1 pixel when facing right
(OCD)
Revision: r3389
Author: d_h2...@yahoo.com
Date: Apr 1, 2012
their cell
Changes changling unstun time to 45 from 25
Fix for the datumvars file which had spaces instead of tabs
Adds the starts of a rather robust erping system! In time, we can make SS13 as
realistic an ERP simulator as it is an atmos one.
Adds metadata support for clients, mostly to hold ERPing notes. This is
included in the savefile.
Adds code support for a parrot in! Just needs a sprite
Bugfix to the 'resist' button, unless I don't understand how it works. I don't
see how it could have ever worked before.
Preferences are now attached to a mob
Revision: r3386
Author: VivianFoxfoot
stuff like list("ballnumber" = 2)).
Changed around a few access levels; only jobs who need to do maintenance have
access to maintenance tunnels. Also the heads and detective.
Removed the radio mode toggle verb, as telecomms has long left the
"experimental" stage.
Messed with sec huds. Their readings are far more reliable. Officers can now use
huds to modify humans' criminal statuses on the go. To do this, simply examine a
human and at the end should be a clickable link to change the status. Uses
/mob/living/carbon/human/Topic().
Added some new sprites from the forums, including those spider sprites and the
new, more feline-looking cat.
Dat changelog
Revision: r3383
Author: vageyenaman
Shuttle call/recall announcements are now more noticeable. Removed a few ways
they could be spammed.
Cats and Dogs can see in the dark.
Recommitted some of the poop stuff by Doohl because, hell it's only one day and
I don't hate fun.
Revision: r3382
Author: elly1...@rocketmail.com
Date: Mar 31, 2012
a tile full of pills to scoop them up.
Sec officers start with maintenance access now. GASP!
Properly fixed shutters/blast doors not reacting to buttons, while not
destroying my optimization.
Revision: r3377
Author: vageyenaman
the machine list. Best guess, all machines call process automatically, and
because doors didn't have an explicit one defined, they automatically called the
one that removed them from the list.
Adds a borg deathsquad to the map.
Few more fixes to the tensioner.
Revision: r3374
Includes door code cleanup from here http://code.google.com/p/tgstation13/source/detail?spec=svn2895&r=2895
- Created far more robust method of detecting beacons/humans/mechs on the cargo
shuttle.
As a result:
- It is no longer possible to send mobs/mechs/tracking beacons to Centcomm.
- It is no longer possible to send the nuke disk away on the shuttle. (This
should prevent people from magically duplicating nuke disks)
- Centcomm cargo techs now clean up the shuttle when it arrives in case
something somehow manages to bypass the previous checks.
Revision: r3373
Author: johnsonmt88
Removes poo. XSI and co. weren't very fond of it, and the last thing I would do
is make them uncomfortable and challenge their leadership by keeping poo in.
An experimental lagfix, which removes a couple THOUSAND unnecessary machines
from the machine processing list. Please report any unresponsive machinery (as
result of this commit) as HIGH PRIORITY issues. I'm not quite sure how much lag
this will kill, but I'm confident that it will be at least slightly noticeable.
More work on step_triggers. The escape shuttle should no longer blast things
forever and give them infinite momentum.
Runtimes goin down for the count
Lookin at the ground
I think they a hater
Revision: r3370 r3371
Author: vageyenaman quartz235
unusable. If it gets stuck from using this method, just close the window and
click on the computer again. Fixes issue 316 .
- Vaccine bottles from the panD.E.M.I.C. now auto-name. There was a bug where
you could very quickly create a ton of bottles which could cause clients to
crash. Fixes issue 326 .
- Changed various ASSERT()'s to sanity ifs. ASSERT should really only be used
during debugging, not in release. Runtime prevention.
Revision: r3368
Author: johnsonmt88
* Spelling sorted
* Turning off PANIC SYPHON now sets scrubbers to scrubbing (default) instead of
off.
* Instead of the stupid timeout and VENT NOT FOUND HURRDURR they will just get
removed from the list. They were clogging that vent list up as fuck
* Vents pressure settings now have an extra href which resets the vent to
ONE_ATMOSPHERE kPa (101.32 or whatever it is)
- The "Outlet position is obstructed" error message when opening exofab now only
appears if the turf to south is obstructed, not to east like before.
- AI Modules use attack_self instead of attack_hand
- Fixed chatspam with reverse() and made the explode function use the builtin
ss13 one instead of my custom, it proved to be faster.
- Added my self to the changelog, because I can!
Revision: r3367
Author: daniel.cf.hultgren
Fixes Issue 424 (it was some code in turrets.dm which was setting all the turret
controls in the lobby area to off...for no raisin.)
Admins can now PM people in the lobby
Admin-PM verb now uses clients instead of mobs
Removed a vulnerability in the PM system that allowed unauthorised access to a
select few admin-tools.
Text changes in examine verbs for monkeys and humans (typos)
Revision: r3366
Author: elly1...@rocketmail.com
- It holds 6 shots
- It recharges one shot every 10 seconds automatically
Secborgs can no longer run faster then the speed of light. They have standard
borg speed.
Changelog updated.
Revision: r3365
Author: johnsonmt88
Using a bucket on a sink now fills it entirely with water, instead of 10 units
at a time.
This should only save botanists a few hundred clicks per game.
Uncommented tower caps from the weed overgrowth options (they were commented out
previously because they weren't done, but they're fully implemented now).
Sprite addition: Added new killer tomato sprites to critter.dmi (where the game
actually draws them from, instead of livestock.dmi. Oops.)
Revision: r3360
Author: d_h2...@yahoo.com
Date: Mar 25, 2012
Ausops. Committing because putting them all into the DM properly named was a
pain in the ass and don't want to have to redo it for whatever reason.
Revision: r3358
Author: kortgstation