jobs even when it worked, and now it just spits runtimes.
Better defined the viewers in range of the vent crawl to hopefully stop the
runtimes that was causing.
Disposals no longer indiscriminately let items land inside it - the items have
to have been thrown by someone.
The ongoing attempt to fix the thousands of runtimes plaguing the game.
Revision: r3195
Author: vageyenaman
▫ Signals can now be rejected by Subspace broadcasters through a specific data[]
parameter.
▫ Improved the log browser.
▫ Log browsers and telecommunication monitors no longer require access to use.
You do need access to delete logs, however.
▫ Intercoms need power to work. They don't drain power, they just need a
constant flow of equipment power. As such, that offline intercom sprite's now
finally being put to use.
Scripting language:
▫ Sorry about all the files; they're all necessary! It's important to notice
that the basic structure of the scripting language code is not mine; I
cannibalized the base structure from some obscure BYOND project. It's pretty
well documented, and I'd say easier to browse through than atmos. Here's the
basic deal:
A compiler datum manages the relationships between the three main subsystems of
a scripting language: the Scanner, the Parser, and the Interpreter. The Scanner
splits raw text into token datums that the Parser can read. The Parser
transforms the otherwise random bits and strings into ordered AST Trees and
nodes for the Interpreter to read. The interpreter actually executes the code
and handles scope/functions/code blocks.
Revision: r3193
Author: vageyenaman
These might prove to be pointless but i'd rather be overly cautious about
something that crashes a server in 3 seconds flat
Revision: r3191
Author: quartz235
- Glass airlocks now sound less like actual airlocks and more like doors,
reducing station noise pollution by 39%.
- RUNTIME! SQUEEE
- Fixed toggle-ambiance hopefully for good this time.
- Reorganized the sound folders.
MMIs/pAIs/lockers in the dark can now hear. This was done by changing the area
check for hearing to a range instead of view, and then doing a line of sight
calculation for each mob that can't hear naturally and checking if it's clear.
Revision: r3180
Author: VivianFoxfoot
Coins can still be found and used in vending machines.
PACMANs now run off sheets instead of coins.
Added coolity's new orebox sprites.
Updated the changelog.
Revision: r3178
Author: petethegoat
- Added a link to the secrets panel that allows the changing of the bomb cap to:
14, 16, 20, 28, 56, 128
Bomb cap is calculated:
devestation range = bomb cap * 0.25
high damage = bomb cap * 0.5
low damage = bomb cap
flash = bomb cap * 1.5
so the values for the different levels are: (screenshot)
http://www.kamletos.si/bomb%20cap.png
This function is game admin + game master only.
Revision: r3169
Author: baloh.matevz
Added Nodrak's Jump to Mob verb.
Added Sieve's lantern fix. Commented out the silicate recipe.
Added Skaer's sec cartridge box to the armoury.
Moved the check_if_buckled() proc to mob/living, rather than having it repeated.
Revision: r3168
Author: petethegoat
Made it so simple_animals with destroyer can smash tables
Reverted the detectives ammo to nonlethal
Deathsquad now spawns with loyalty implants by Deuryn's request (for IMMERSION)
Fixed a bit of border being left on the red boxing glove sprites
Revision: r3159
Author: kortgstation
Fixed the void jetpack not having any oxygen, fixed nuke ops starting with empty
jetpacks, fixed the spacesuit admin equip.
Renamed plasteel floor tiles to just floor tiles, seeing as they're not made out
of plasteel.
Revision: r3154
Author: petethegoat
Silicate was removed, as it didn't work properly and wasn't even useful to begin with.
Smoke will now create vastly less glows and shit, hopefully reducing server crashing capability.
The above is all credited to Sieve!
Foam was nerfed. I actually forgot to improve the janitor's cleaning grenades, so that's coming in a moment.
Revision: r3153
Author: petethegoat
The /obj/item/weapon/tank/jetpack path is now an empty jetpack, and oxygen and
carbon dioxide filled jetpacks are /obj/item/weapon/tank/jetpack/blue_jetpack
and /obj/item/weapon/tank/jetpack/black_jetpack respectively.
Added a new kind of disposal, the deathsposal (it's not called that in game).
It's the same as a normal disposal, except it has a red rim to indicate that it
leads to space.
- removed adamantine ore
- removed adamantine mineral walls
- added a new adamantine recipe, but it's commented out for the moment
- added a new material, mythril, with a nice urist sprite
- added a mythril coin
- added a mythril recipe, but it's commented out for the moment
So yeah, adamantine will have a new recipe and will no longer be gained from ore
and added mythril to the procesisng unit, stacking unit and coin press.
NOTE TO URIST:
to enable this, you only have to uncomment the part with your name in
machine_processing.dm Everything else is already in working order. Oh and you
need to make the coin and sheet sprite.
Revision: r3146
Author: baloh.matevz
Sanity checks galore for simple_animals (if(list) behaviour seems to have
changed lately).
Humans once again get their bodies burned into husks in fire. This only changes
their appearance and name now, however, leaving their DNA intact.
WIP space worms.
Revision: r3140
Author: uporotiy
Made the rapid syringe gun a subtype of the syringe gun, and reduced it's
capacity to four syringes.
Fixed the examine bug on syringe guns.
Added a new sprite for the regular syringe gun.
Added a new door for research. It's also used in robotics.
Updated the air injector sprite.
Fixed some pepperspray spelling errors.
~~REMOVED~~: the energy crossbow and chemsprayer from R&D.
which gives them their admin power.
- It is also forbidden by code for admins to edit the variables of feedback
datum types and the blackbox for consistent data gathering.
Revision: r3135
Author: baloh.matevz
Nuke ops lost that horribly nerfed piece of shit c20r and now get Desert Eagles
and Riot Shields.
The detectives .38 ammo now does the same damage as regular revolver bullets. If
he wants to keep acting as a glorified sec officer, he can go grab a taser.
The Veil Render now summons a subtype of Nar-Sie which doesn't pull anchored
objects. This should reduce the power of the item/reduce lag while I get sprites
and finalize details with Urist for reworking it as the Sphere of Annihilation
(as in, this is temporary)
Updated the changelog
secrets panel.
Fixes issue 250 (borg door bug)
Fixed silicon interactions with engineering equipment.
Fixed access lists for radiation collectors, so locking them actually serves a
purpose. Fixed using crowbars on them.
Borgs can name themselves upon module selection (unless a roboticist has named
them previously by using a pen)
To avoid Borgs griefing and then changing their name by selecting a module,
borgs are now unable to move independently until they choose a module.
New sprites for spacevines are on the way. So you'll have to tolerate my crappy
stand-ins for a bit until he is finished with them.
Revision: r3128
Author: elly1...@rocketmail.com
spawns in the chaplains office. Having the rod on your person will make you
immune to cult magic.
Runes are now dispelled with the null rod, not the bible.
Chaplains can no longer self heal with the bible.
Simple animals can now attack mechas and critters
Constructs no longer take extra damage from bibles.
Fueltanks now explode when shot by lasers or bullets.
Revision: r3125
Author: kortgstation
PM links (the links admins get in admin messages which lead to a PM) should now
point directly to the client, if one still exists or report them as
disconnected. This means that there should no longer be problems with clients
which swap mobs.
- Made the player-side admin pm message more visible and obnoxious. Some players
might find it annoying but at least it will not leave much room to complain
about "missing PM-s"
Screenshot:
http://www.kamletos.si/admin%20message%20format.PNG
- Fixed that awkward X in asay messages, which moved whatever mob you were in to
the location of the person who said the message. Replaced it with JMP, which
does the same as the JMP in adminhelps - makes a ghost and moves that ghost to
the location:
Screenshot:
http://www.kamletos.si/admin%20say.PNG
- Ghosts which find themselves locked in any form of container (closets most
commonly) will now (FINALLY) exit the container (and it is any container!) after
they click one of the arrow keys.
Revision: r3121
Author: baloh.matevz
Also some missed things from the config.txt
PM links (the links admins get in admin messages which lead to a PM) should now
point directly to the client, if one still exists or report them as
disconnected. This means that there should no longer be problems with clients
which swap mobs.
- Made the player-side admin pm message more visible and obnoxious. Some players
might find it annoying but at least it will not leave much room to complain
about "missing PM-s"
Screenshot:
http://www.kamletos.si/admin%20message%20format.PNG
- Fixed that awkward X in asay messages, which moved whatever mob you were in to
the location of the person who said the message. Replaced it with JMP, which
does the same as the JMP in adminhelps - makes a ghost and moves that ghost to
the location:
Screenshot:
http://www.kamletos.si/admin%20say.PNG
- Ghosts which find themselves locked in any form of container (closets most
commonly) will now (FINALLY) exit the container (and it is any container!) after
they click one of the arrow keys.
Revision: r3121
Author: baloh.matevz
- Added feedback gathering for radio, rc and pda message use. (Only the number
of messages sent is recorded)
- Generalized the 'round_end' time feedback logging into a proc that now also
handles the radio/pda/rc processing at round end. (
blackbox.round_end_data_gathering(), where blackbox is the blackbox recorder
object. )
Revision: r3111
Author: baloh.matevz
stuck there.
- You can no longer control disposal units from within them!
- Disposal units now auto trigger every 30 game ticks, if they are fully
pressurized and if they have something (or someone) in them. So no more hiding
in disposal units!
- Added this to the changelog.
Revision: r3108
Author: baloh.matevz
remains at 2.
- bulb and tube boxes now contain 21 bulbs or tubes, but can only store bulbs or
tubes.
- added a mixed box of lights, which contains 14 tubes and 7 bulbs
- most of the areas which contained light boxes now contain these large mixed
boxes.
Screenshot:
http://www.kamletos.si/bulbs.png
Revision: r3105
Author: baloh.matevz
Chemistry reception windows are now public access.
Did some minor disposals remapping.
Added a newcaster to the HoP office.
Revision: r3096
Author: petethegoat
thing, so it's now a client side var instead of being doubled in mobs.
- Made ooccolor, be_pai, be_alien, midis and ghost_ears actually properly copy
over from the preferences when observing! Incredible, isn't it?
Revision: r3087
Author: baloh.matev
- Added a few red corner floor pieces to security
- Added a Del() proc to blackbox recorders which makes it so a new blackbox
recorder gets made when the one is deleted and all the data is copied over, so
no data is lost. Same applies when the new one gets deleted. The new blackbox is
spawned on z-level 2, so at centcom on the coordinates X,Y,Z = 1,1,2
Revision: r3084
Author: baloh.matevz
procs to appear AFTER the screen object is defined. They were in a random file
instead of where the objects are. If you double-click and 'screen' object in the
object browser it now takes you to the definition instead of some random file.
- Clicking a grille with a glass or r-glass sheet in your hand, when the grille
is in one of your cardinal directions (North, south, east or west) will make you
start building a window. It takes 2s to build the window, which spawns
unfastened (same as when you create one.) This should make fixing damaged
grille-window combinations easier. If you are standing on a grille and click it
with a glass / r-glass sheet in your hand, the window will face the direction
you're currently facing.
Screenshot:
http://www.kamletos.si/placing%20windows%20on%20grilles.PNG
Revision: r3081
Author: baloh.matevz