Commit Graph

806 Commits

Author SHA1 Message Date
elly1989@rocketmail.com
ee853b5740 You can store a pen in your PDA to compensate for the lack of a hat-storage slot.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3817 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 10:55:23 +00:00
d_h2005@yahoo.com
a923a8f722 -Added Lezowski's overalls to hydroponic supply closets. 50% chance per closet for them to replace the apron.
-Removed some tags from things that made no sense to have them. Waistcoats and aprons don't cover your arms, guys.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3815 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-14 00:35:21 +00:00
elly1989@rocketmail.com
8961bd96d0 WARNING: This has been thoroughly tested and I'm happy that it's -stable- (it shouldn't runtime). However, it might have a few niggly bugs caused by specific items using no-standard or weird code. Most bugs will be stuff like it not updating overlays and such and can be fixed simply by dropping the item. That being said, if you're not comfortable with this, I'd suggest waiting to update past this revision.
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.

Fixed the throw code for TKgrab so it can be toggled.

Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where  they are)

Fixed a bunch of bugs with damage-overlays. They  were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.

There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-13 19:03:25 +00:00
baloh.matevz
2296cfd331 - Full revert of r3803, approved by project leads.
r3803:
- Contained many bugs, first of which was that it didn't really... work.
- Split the HUD and code into separate objects, thus creating a fork in code. This implies that any changes need to be mirrored on the fork objects, thus doubling the amount of code maintenance we have to do.
- The UI should be one of the most standardized things around. Giving choices here is bad design practice.
- Double the amount of defines does not equal to double the amount of fun.
- The revision does not adhere to our coding standard. See the changes to  /trunk/code/modules/mob/hud.dm in r3803 as an example.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3804 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 12:31:14 +00:00
mport2004@gmail.com
91a4708544 The old style UI can now be selected via the player preferences before you join a round.
The hud object has been moved to modules and now has two children, slim and retro.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3803 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 09:16:30 +00:00
baloh.matevz
0f457ae7fc - Added the leather sprites by Cheri.
- Making single pane windows now makes them in the direction you're facing. If a window already exists in that direction it makes it 90 degrees to your left, if one exists there too, then another 90 degrees, etc.
- The resist verb and UI button can now be used to escape from welded or locked lockers. It takes the standard 2 minutes to get out of a locker. If this is a secure locker, the locker is broken in the process (same effects as if an emag was used on it).

Added the window thing and resist thing to the changelog. Leather still not available ingame.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3799 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-12 04:36:08 +00:00
daniel.cf.hultgren@gmail.com
838ad266d9 * Fixed being able to lock yourself in or out of a locker using the verb
* Added lightfixture creating by Xerux!

To those who update changelog, don't put stupid shit in it, make it actually proper.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3797 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-11 19:51:42 +00:00
polyxenitopalidou@gmail.com
f473bff457 •Fixed silicon mobs not being able to access newscaster. It was a linkage error on my part, newscaster system was made to handle ais but, at some points, excluded them. Anyway, fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3779 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-09 23:11:32 +00:00
baloh.matevz
e47f25ee09 - Ported cable restraints from Bay12. You make them by using a verb on cable coils. Takes 15 lengths to make, applied the same way as handcuffs, they have the same effects as handcuffs, but only take 30s to remove if you resist. They can also be removed by using wirecutters on a handcuffed mob.
- Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white.
- Engineer tool belts can now also spawn with orange wire, in addition to yellow and red.
- Tool closets and electrical toolboxes can now spawn with cables in any of the 8 colors.
- Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone
- Added this stuff to the changelog

So yeah, some stuff is credited to bay12, tho some of it was nearly enough completely recoded.

Screenshots: 
http://www.kamletos.si/wire%20colors.png
http://www.kamletos.si/cuff%20restraints.png


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3770 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-09 07:29:12 +00:00
Erthilo
572a419735 Changelog! 2012-06-09 02:03:10 +01:00
ericgfwong@hotmail.com
b654138c85 -Remapped CE office and surrounding areas
-Added a second ZIS suit to engineering

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3761 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-07 23:00:47 +00:00
SkyMarshal
32c0c5c625 Changelog 2012-06-07 01:41:15 -07:00
Albert Iordache
59a068e8fa Update master 2012-06-07 11:32:36 +03:00
SkyMarshal
2508cadf07 Changelog 2012-06-07 01:23:53 -07:00
vageyenaman@gmail.com
f9ee2320fa Not a whole lot going on in this commit, just more work on preparation for the traitor factions update. Added some new sprites and weapons.
New weapon: Delivery grenade. Can spawn an x amount of mob/object y in a constant radius. It is currently used for carp and manhack delivery grenades.

!! Important !!: Certain telecomms computers were causing very nasty machine disruption through some very silly mishap involving re-programming a computer's network. Basically, it was breaking machine procs every time you messed with them. This should hopefully make telecomms a lot more stable.

Fixed a bug where the reflexes nanoaug would not actually dodge the projectile if the person was clicking directly inside the target's 32x32 border.

I changed around some core PDA messaging functions in preparation to PDA Chatrooms (yes Legality it's happening). However I'm going to hold off actually implementing it until Messycakes is either completed with his PDA UI overhaul or just stops working on it.

Committed two patches from separate people in the forums. Chemical Cigarettes by Neek (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8775) and Clicking genetics blocks by Willox (http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8857). Check their respective threads for more details. Sorry I couldn't get this earlier, guys!

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3755 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-07 02:31:09 +00:00
ericgfwong@hotmail.com
189d326cc1 -Expanded maint around primary tool storage and added an external construction area near the detective's office
-Reduced EngiVend stock
-Updated Changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3754 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 23:49:01 +00:00
Erthilo
18814e23c1 Tajaran/Soghun balancing. Adds Searif to Skrell whitelist (He is the creator after all).
* Reordered alien whitelist. I mean, someone was on there twice!

* Tajarans get hungry 1.25 times as fast.
* Tajarans move slightly faster when cold.
* Tajrans heat up quicker, but cool slower.

* Soghuns get hungry 0.5 times as fast.
* Soghuns move slightly slower when cold.
* Soghuns heat up slower.
2012-06-06 21:22:28 +01:00
petethegoat@gmail.com
72c72c47d3 Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation
--By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus 
-Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-related things

-Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of those minerals
-Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 19:45:03 +00:00
johnsonmt88@gmail.com
834fe68277 One more quick commit for Sieve:
- Swap hands hotkey (page up) now cycles through borg modules.

Added this to the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3748 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 05:44:33 +00:00
Erthilo
4a0f239260 Skrell update changelog. 2012-06-06 06:12:37 +01:00
Erthilo
d34c64b030 Readded Left and Right indicators to zone select. Fixes Admisn and Ninjas not being invisible. Moves some changelog bits to archived changelog, and updated credits list. 2012-06-05 04:10:05 +01:00
Erthilo
32a1d304ad Fixes for invisible appendices, changelog, readded disposals wall catcher. 2012-06-04 16:28:08 +01:00
daniel.cf.hultgren@gmail.com
2ce2243223 Disposal update
* You can now Drag-Drop disposal pipes and machinery into the dispenser, in order to remove them.
* You must now use wrench before welding a pipe to the ground
* You can no longer remove a trunk untill the machinery ontop is unwelded and unwrenched
* You are now forced to eject the disposal bin before unwelding it.

Thanks to whoever said the bugs in OOC. (Sorry, unable to remember names)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3734 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-03 15:35:56 +00:00
Erthilo
45ee78bf44 Adds Flashkirby's ERT suits. Moved ERT's equipment to lockers so it's easier to edit in future. Edited medical ERT's loadout slightly. Added a megaphone that broadcasts a larger message than normal, gave on to each Head in their office. Changelog. 2012-06-01 22:49:01 +01:00
joeheinemeyer@gmail.com
e0d605c2eb Readded detective work, with much bugfixing and optimizations.
Any PDA that can access the Security Records can, via the forensic scanner function (that was already there) store data on what was scanned, the same way that the Detective's scanner can.
Scanning a PDA with said stored data in the Detective's computer-o-doom will transfer the data from the PDA to the computer's database.
Made some area names improper as needed (Only ones where it makes sense to be improper.)
Updated changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3713 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 20:32:26 +00:00
johnsonmt88@gmail.com
90a621e9e9 Windoors are now constructable
- Steps required to make it:
- Step 1: Use 5 r-glass sheets to make the assembly
- Step 2: Add 4 rods to the assembly to reinforce it (optional)
- Step 3: Rotate the windoor or flip the direction it opens
- Step 4: Wrench the assembly to the floor
- Step 5: Add cable to the assembly
- Step 6: Use screwdriver to adjust wires (and access)
- Step 7: Use crowbar to finish

Airlock assembly
- Replaced sleep()s with do_after()s to properly detect whether the user has moved away from the airlock or has put/throw away their tool while using it

Glass and Reinforced Glass sheets
- They now properly detect windows currently placed on the ground
- Removed unintentional (extra) for loops

Changelog updated

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3710 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-01 16:31:23 +00:00
Erthilo
c289540600 Records changelog. 2012-06-01 04:03:33 +01:00
ericgfwong@hotmail.com
9df6b92054 -Added cameras to engineering storage and conference room
-Updated changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3699 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 21:51:16 +00:00
johnsonmt88@gmail.com
3e3c9d4739 Window doors are now breakable
- Window doors currently have 200 health, this can and will change if break ins become too common.
- They still do not have wires, so you can not 'hack' them that way.
- As always, emags still hack open window doors

Changes to the hidden mining room treasures.
- Added quality pickaxes, jackhammers and drills as a possible treasure.
- - Higher quality tools are rarer of course
- - Plasma cutter is possible but rare
- Added a ripley (equipped with a drill and hydrolic clamp) as a possible treasure.
- - There is a chance for the ripley to have a diamond drill instead of a regular drill. 

Modified the resource crate.
- - It no longer always gives you multiple stacks of every mineral.
- - It now gives you a chance to get each mineral based on rarity.
- - The size of the mineral stack is also partly based on rarity.
- - There is a very small chance to recieve nothing in this crate.
- - There is a very small chance to recieve a jetpack in this crate ontop of the metal.

Updated the changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3696 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-29 20:35:32 +00:00
Albert Iordache
24eb7a5b46 Updated the changelog. 2012-05-29 08:41:17 +03:00
d_h2005@yahoo.com
cb2ba1a0e3 -Adjusted balaclavas and added luchador masks. They replace the boxing gloves in the fitness room.
-Tweaked fake moustache. It shouldn't work as internals, but it disguises your identity.
-Fixed a couple flags for the sake of logic.
-Updated changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3691 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-28 21:32:12 +00:00
daniel.cf.hultgren@gmail.com
589267fabf Revolutionary update!
You can now dispense Disposal Bins, Outlets and Chutes from the disposal dispenser. These are movable and you can attach them above open trunks with a wrench, then weld them to attach them completely.
You can remove Bins by turning off their pump, then screwdriver, then weld, then wrench. Same with outlet and chute except for the pump part.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3690 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-28 20:51:15 +00:00
Erthilo
cdb1cb3a4f Fixes a typo, and changelog. 2012-05-28 20:50:45 +01:00
ericgfwong@hotmail.com
4a968cb73c -Supply shuttle timer displays SPPLY for clarification
-Added a couple more status displays in cargo

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3685 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-27 21:51:44 +00:00
Albert Iordache
922a7cc509 Fixed an ATM bug 2012-05-27 08:42:35 +03:00
Albert Iordache
428e48ed70 Updated changelog. 2012-05-27 08:18:12 +03:00
ericgfwong@hotmail.com
6b9895ecb4 -Ported over Flashkirby99's RIG suit sprites from Bay12: http://dl.dropbox.com/u/4911780/spriting/more4/stuffz.png
-Updated changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3678 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-26 23:10:14 +00:00
Albert Iordache
8f99659328 Updated the changelog 2012-05-26 09:06:19 +03:00
Albert Iordache
2f001078b1 Merge pull request #1162 from CIB/master
Added crew transfer shuttle to the restart vote, disease fix
2012-05-25 22:46:39 -07:00
Erthilo
a02a12f88f Added Flashkirby's RIG and cow sprites. Removed and added some new AI Ion laws, credit: Ispil. 2012-05-26 01:36:45 +01:00
cib
568f951918 Merge github.com:Baystation12/Baystation12 2012-05-25 17:59:09 +02:00
Erthilo
c9ea8a4c3d Fix for duplicate health analysers in the NanoMed dispensers, and changelog. Also changes old hud storage boxes to solid. 2012-05-25 04:09:17 +01:00
cib
2c58ab416e Added Crew Transfer Shuttle to the restart vote. 2012-05-24 23:00:47 +02:00
cib
acefdd5b86 Update changelog. 2012-05-24 21:11:45 +02:00
Erthilo
1454dd92dd Merge branch 'master' of github.com:Baystation12/Baystation12
Conflicts:
	html/changelog.html
2012-05-23 23:13:12 +01:00
Erthilo
d7b441b1ec Changelog and credits. 2012-05-23 23:09:21 +01:00
cib
4b78746f59 Updated changelog. 2012-05-23 21:25:22 +02:00
baloh.matevz@gmail.com
fd48ee5e8b - Added a character setup option which allows you to pick between the Midnight, Orange and Old icon sets for the user interface.
- Deleted most of the unneeded icons from screen1_Midnight.dmi Use that as the reference for making new icon sets.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3647 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-23 19:11:08 +00:00
baloh.matevz@gmail.com
293e8cf53a - User interface updates.
(Screenshots do not use the right icon set.)

Screenshots:

The new minimal interface can be seen here:
http://www.kamletos.si/hud%20update%204%20-%20minimum%20interface.png

The full interface can be seen here: (except the nutrition indicator is not visible)
http://www.kamletos.si/hud%20update%203.1.png

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3646 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-23 17:57:42 +00:00
petethegoat@gmail.com
523245e7cd Fixed the changelog. (please try and keep to one date format!!)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3645 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-23 16:46:13 +00:00