Commit Graph

14633 Commits

Author SHA1 Message Date
Chinsky
5a785ee866 Merge pull request #5973 from Walter0o/robot_fix
fixes #5970, prevents bugs in the future
2014-08-13 18:41:29 +04:00
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
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
Walter0o
94ec887a75 removes unused AI text2speech files and code,
saves about 4.5 MB traffic per client.
2014-08-13 11:24:23 +02:00
Atlantiscze
e8a7b58aff N2 buildup fix attempt. Putting this into separate commit in case it's not wanted.
- Right now, air consists of 20% O2 80% N2 (approx.). Breathing takes O2 and turns it into CO2. CO2 gets scrubbed. Pressure drops, vents refill with air which again contains 80% N2 20% O2.
- This means that only 20% of breathed-out oxygen is replenished. Rest is replaced by N2. In large areas, such as Bar, with many mobs this can eventually lead to dangerous atmosphere status.
- This fix, while OOCly slightly unrealistic handles this issue by turning both O2 and N2 into CO2. Tested in CE's office with 5 human mobs without active scrubbers. Air lasts for 2~ hrs. Larger areas of course last significantly longer.
2014-08-13 11:24:12 +02:00
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
b4e6b4e204 Fixes not checking proximity argument 2014-08-13 09:41:38 +01:00
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
2a46b83dce Adds new items. Source: https://github.com/Baystation12/Baystation12/pull/5928 2014-08-13 09:35:04 +02:00
Atlantiscze
ce2e34f5e5 - Fixes breathing not producing CO2. This applied to humans (untested for other races, but probably the same) 2014-08-13 09:02:49 +02:00
Atlantiscze
40027d85bd Fixes #5974
- Fixes possible disappearance bug for Laptops
2014-08-13 08:19:46 +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
Walter0o
473a570b23 fixes #5970, prevents bugs in the future
this is not an issue at the moment but will become one should maxHealth ever get changed.
2014-08-13 03:43:30 +02:00
Walter0o
9421b4b48e fixes #5964 2014-08-13 03:38:41 +02:00
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
4657b7d923 Merge pull request #5959 from Walter0o/typo_fix
typo fix
2014-08-12 20:14:10 +04:00
Chinsky
573f49624e Added suggested new type of wounds for stumps 2014-08-12 19:48:17 +04:00
Chinsky
064e55e9d0 Merge pull request #5963 from mwerezak/fixes
Fixes #5953
2014-08-12 19:22:48 +04:00
Zuhayr
3d16309444 Merge pull request #5956 from comma/optable
Optable changes
2014-08-13 00:46:21 +09:30
Zuhayr
78b1d4d473 Merge pull request #5960 from Ccomp5950/sci-age-limit
Added client age restrictions for science jobs.
2014-08-13 00:42:19 +09:30
Zuhayr
70c016814c Merge pull request #5955 from Walter0o/chem_reag_fix
fixes #5919 and some other reagent issues
2014-08-13 00:40:01 +09:30
mwerezak
c725ce0b7c airlock/arePowerSystemsOn() refactor
airlock/arePowerSystemsOn() now checks if the airlock has power in
addition to the wires being intact.
2014-08-12 10:46:54 -04:00
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
mwerezak
be330a1451 Fixes #5953 2014-08-12 00:34:31 -04:00
mwerezak
44cc7159c4 Fixes a few issues with get_wound_type()
Fixes damage causing "healing" wound types that can't bleed.
Fixes flesh wounds not bleeding the instant they heal any damage.
2014-08-11 21:37:34 -04:00
Walter0o
7aa7f1c56c getting rid of text macro 2014-08-12 02:24:37 +02:00
Ccomp5950
4ada8f2b98 Added client age restrictions for science jobs.
Raised RD age restriction from 7 to 14
Scientist / Roboticist / Xenoblahblahicist from 0 to 14 as well.
2014-08-11 19:08:43 -05:00
Walter0o
dd39fbe985 typo fix 2014-08-11 23:23:38 +02:00
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
Walter0o
26ae447079 removes pointless has_reagent() checks
remove_reagent() iterates safely through the holder list already,
unless you need to check a minimum amount,
or simply want to know if it is present, the call is not needed.
2014-08-11 13:01:27 +02:00
Walter0o
342fbdd136 fixes #5919 and some other reagent value issues
negative values everywhere.
2014-08-11 12:46:43 +02:00
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
Walter0o
09d2acee62 fixes #5923
and a few other range issues
2014-08-11 04:45:50 +02:00
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