Commit Graph

240 Commits

Author SHA1 Message Date
mwerezak
f9564cbe5e Poster fixes
Fixes #7261
Fixes placed posters being visible on both sides of the wall.
Fixes the poster_type var used to specify certain poster designs on the
map not working correctly, and makes the nuke op shuttle poster an
actual poster.
Poster placement now belongs to the poster object instead of turf/simulated/
Posters can now be placed on unsimulated and shuttle walls.
2014-12-07 22:30:08 -05:00
mwerezak
5b1f7695e3 Remaps the nuke ops shuttle for station docking
Adjusts the shuttle to incorporate a nice, 2-tile wide docking hatch.
Drops the viro/xenobio docking arm.
Adds a button so that the teleporter blast door can be operated
independently of the airlock blast door.
Fixes some leftover arrivals area just hanging around in space.
Adds a poster specifically for the nuke ops shuttle.
2014-12-05 01:17:17 -05:00
Mloc-Argent
117ca6a135 refactor 'dir = ' into 'set_dir()'
This should have little/no gameplay effect right now, just paving the
 way for directional lights.
Replaced handle_rotation() on buckly things with this.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-12-01 13:44:02 +00:00
PsiOmega
0f8156e77e Merge remote-tracking branch 'upstream/master' into dev
Conflicts:
	code/game/objects/structures.dm
	code/game/objects/structures/inflatable.dm
2014-11-29 10:09:03 +01:00
mwerezak
b84bb4ff23 Fixes bubble/hull shield generators not updating air zones, update_nearby_tiles() cleanup. 2014-11-28 19:37:31 -05:00
Zuhayr
2b4cd94650 Merge resolution. 2014-11-19 23:28:09 +10:30
Chinsky
ce3618a200 Merge pull request #6987 from MagmaRam/labcoat
Reworked labcoat buttoning
2014-11-17 04:17:16 +03:00
MagmaRam
cdec94c5a8 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into labcoat
Conflicts:
	code/modules/clothing/suits/labcoat.dm
This should hopefully fix all that conflict going on. Hopefully.
2014-11-16 02:56:32 -05:00
GinjaNinja32
d10311befd Adds cyborg-only latejoin spawnpoint 2014-11-14 23:38:09 +00:00
Zuhayr
4d64a11acd Manual merge of head.dmi. 2014-11-14 23:02:16 +10:30
Zuhayr
ebbb9b36b5 Moved everything to a module-based hardsuit system.
Generalized all ninja power and gear code to work with new rig system.
Added shurikens, weapon mount, more work on deployable items.
Readded energy nets and energy blades.
Grenade launcher/charge stuff, interface stuff.
Renamed previously existing rigs to voidsuits, restructured rig and voidsuit files.
Refactored the energy net and teleportation proc.
Totally rewrote AI core/intellicard transfer procs.
Added rig sprites by Mordeth221, added step by steap suit sealing/inability to interfere with suit sealing process.
Updated map paths to use voidsuits.
Added chemical dispenser functionality, added power sink, added atom/drain_power() proc for later use.
Added rigsuit verbs, added voice changer.
Renamed MASKINTERNALS to AIRTIGHT, added internals checks for airtight helmets.
Added drain_power() procs to vulnerable machinery.
Reimplemented data theft.
Added suit maluses for losing your cell while wearing one.
Transitioned the rig suits to a back-mounted item that also controls a chestpiece.
Converted rig module to a storage item, convert ERT voidsuits to hardsuits.
2014-11-14 22:57:26 +10:30
Zuhayr
90d65aed57 Removed attack_paw, attack_animal and attack_slime. 2014-11-13 17:15:29 +10:30
MagmaRam
3e5117e3eb All coats that can be buttoned are now subtypes of /obj/item/clothing/suit/storage/toggle
This includes labcoats, IA jackets, first responder jackets, and the brown leather jackets.

This way, code for button toggling doesn't have to be duplicated for labcoats and other coats, and it's easier to add other types of coats that can be buttoned up if someone wants.
2014-11-11 11:27:11 -05:00
PsiOmega
bc438e21ad All the relevant examine changes. 2014-11-05 12:44:23 +01:00
Zuhayr
8d9d83d5ef Merge branch 'master' of https://github.com/Baystation12/Baystation12 into dev 2014-10-24 09:12:02 +10:30
Graham Lloyd
1401877e01 silly me 2014-10-22 17:11:11 -04:00
Graham Lloyd
5f1f3529f0 Fixes extinguisher blasts (and effect/effects in general, like smoke) not being able to pass over tables and through grilles. 2014-10-22 15:44:40 -04:00
Zuhayr
fc0cf32c2a Merge branch 'master' of https://github.com/Baystation12/Baystation12 into dev 2014-10-21 18:30:37 +10:30
GinjaNinja32
c585a97162 Let's actually use these barsign sprites. 2014-10-20 23:58:26 +01:00
Zuhayr
99ff852e46 Removes references to the Syndicate and renames nuclear emergency mode. 2014-10-19 16:05:40 +10:30
Zuhayr
4c070bad02 Bunch of xeno fixes, details in PR. 2014-10-13 17:32:13 +10:30
Zuhayr
223bd86f18 Merge branch 'organremoval' of https://github.com/Zuhayr/Baystation12 into dev
First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
2014-09-29 06:19:26 +09:30
Mloc-Argent
712e209ab6 Merge remote-tracking branch 'upstream/master' into dev
Conflicts:
	code/__HELPERS/text.dm
	code/game/machinery/podmen.dm
	code/game/machinery/vending.dm
	code/game/objects/items/candle.dm
	code/game/objects/items/devices/PDA/cart.dm
	code/modules/clothing/suits/jobs.dm
2014-09-10 22:14:37 +01:00
Kelenius
285da89464 Made portals clickable 2014-08-28 22:04:20 +04:00
Zuhayr
b47d91b612 Merge resolution, master into dev. 2014-08-21 12:01:38 +09:30
Whitellama
da93b893ce Fixed silly typo. 2014-08-17 03:03:17 -07:00
Whitellama
4bfd59c8d7 Renamed an argument to h ave clearer meaning. 2014-08-17 02:54:35 -07:00
Whitellama
f1494c9b76 Admins now get logs when welding fuel is spilled on the floor, and welding tanks gain fingerprints when someone gets fuel from them. 2014-08-17 02:48:08 -07:00
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
Zuhayr
3105297f3e Adjusted spawn procs for heist and nuke. 2014-07-30 21:08:28 +09:30
Mloc-Argent
d5e9851b62 integrate XGM into the code
New turf proc: assume_gas().  Maps to air.adjust_gas_temp().
Lots of optimizations to processing, fire, lighting, HasEntered() and
 more.
Zones now process all fire data and existance in one go, fire objects
 only handle spreading.
Most code has been ported straight so some of it mightn't be ideally
 structured for the new gas_mixtures.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-07-22 19:52:12 +01:00
Zuhayr
196fd07384 Resprited the majority of mining ores and turfs, added coal and plat to surface mining, add falloff for edges of asteroid. 2014-07-20 16:29:18 +09:30
Hubblenaut
dfece9fe12 Stops buckled mobs from slipping (for now) 2014-07-02 22:36:49 +02:00
Hubblenaut
c0ae74b813 Fixes non-existant feet getting bloodied and adds blood to wheelchairs 2014-07-02 22:34:50 +02:00
Zuhayr
96bbe1d9db Added spawnpoint datum, moved existing latejoin spawn to datum setup. 2014-06-24 13:33:48 +09:30
mwerezak
37e63dfcb0 Fixes FEA temperature_expose() being used...
...instead of ZAS fire_act().
2014-06-22 00:13:22 -04:00
Boop
a903e400dd Fixes #5088
also fixes more runtimes that mloc gave me
2014-06-17 20:35:48 +01:00
Mloc-Argent
ee2e68960a Merge remote-tracking branch 'upstream/master' into dev-freeze
Signed-off-by: Mloc-Argent <colmohici@gmail.com>

Conflicts:
	code/game/machinery/cloning.dm
	code/modules/admin/admin_verbs.dm
2014-05-31 00:17:56 +01:00
Walter0o
2b372962c8 alien weeds performance and layer fixes
recently i fixed a couple of issues with /vg/'s alien weeds and nodes, 
and i see some applying to Bay12 too.

one of those issues was the order of checks in weeds/Life().
it should cancel the weed's search for tiles to expand to without starting
the direction loop first, saving quite a few proc calls.

another issue is alien weeds having the default OBJ_LAYER layer 3 which makes them grow
over all kinds of items and objects which makes sense i guess fluffwise but
is really annoying ingame for both crew and aliens.
( and this coming from the host of Alium Deathtrap 13 ;) )
nodes stay at layer 3 to appear properly over things like AI-holopads.

a really tiny improvement is setting linked_node after the space-turf check in weeds/New().

link to the /vg/ commit : 4dcb434f72
2014-05-29 19:02:17 +02:00
Mloc-Hibernia
d1d3620a12 fix another merge issue
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-05-11 13:56:17 +00:00
Mloc-Hibernia
f606f35690 fix messy merge resolution
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>
2014-05-11 13:26:28 +00:00
Mloc-Hibernia
e3a8d5eb43 Merge remote-tracking branch 'upstream/master' into dev
Signed-off-by: Mloc-Hibernia <colmohici@gmail.com>

Conflicts:
	code/game/objects/effects/spawners/bombspawner.dm
2014-05-11 13:19:09 +00:00
Zuhayr
8d6b5e6d5c Fixes #4911 2014-05-10 01:23:29 +09:30
RKF45
1cfd0c3342 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into moreposters
Conflicts:
	code/game/objects/effects/decals/posters/bs12.dm
	icons/obj/contraband.dmi
2014-04-19 19:24:45 +02:00
Chinsky
8777c8c071 Merge pull request #4765 from Jarcolr/devupdate
New posters and sprites
2014-04-19 21:10:51 +04:00
RKF45
2c839d4c09 Second and final batch 2014-04-18 21:28:27 +02:00
RKF45
56689c887d First load of posters 2014-04-18 20:31:27 +02:00
Mike
e76f431687 Adjusted fuel spread
Made fuel stickier, so it spreads less thinly.
2014-04-17 21:19:05 -04:00
Jarcolr
4bb17b8686 Let there be space
woo
2014-04-17 23:53:27 +03:00
Jarcolr
1e9e50b467 Space and space
Woop.
2014-04-17 15:39:44 +03:00