Commit Graph

806 Commits

Author SHA1 Message Date
giacomand@gmail.com
f3f8340a3d Experimental tweak, I'll revert this if everyone hates it but for now I want to see how things will be if airlocks use the environmental power channel.
-Changed airlocks to use the environmental power channel.
-Changed all airlock controlling devices to use the environmental power channel.
-Changed shutters to use the environmental power channel.
-Changed pipe meters to use the environmental power channel.



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4784 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-30 18:51:23 +00:00
Kortgstation@gmail.com
75061ef8e0 More bugfixes from Aranclanos
YouTool is now all access so assistants can use it.

You can no longer ride office chairs under flaps to become unpullable/ungrabbable etc.

Updated the changelog with some of Aranclanos's recent fixes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4764 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-28 03:17:28 +00:00
elly1989@rocketmail.com
4edc10c0a1 Fixed an issue where ticker.mode could be set to null, triggering a restart, where it'd be set to null again...and so on.
Added a activate held item hotkey
Added intent hotkeys to 1 2 3 and 4 keys.
hotkeys-help for details.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4759 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-26 16:27:47 +00:00
Cael_Aislinn
cdf5811b80 additional changelog updates
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-26 21:12:05 +10:00
Cael_Aislinn
8ad423bb44 update changelog
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-26 21:02:51 +10:00
daniel.cf.hultgren@gmail.com
fc4a98ba39 *Reworked Piano, now optimized and whatnot, new interface
*Updated changelog

Please notify me of any bug so it can get fixed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4757 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-25 18:35:16 +00:00
petethegoat@gmail.com
c2c5f3aa49 Fixed the stop midis button. It should now stop any midis that are currently playing.
This works for me, but it may not work for everyone. We'll see.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4748 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-24 11:08:48 +00:00
petethegoat@gmail.com
c016c10bfa Fixes issue 955. (Signalers don't update bomb overlays)
Fixes issue 957. (Sexy mime costume causes incorrectly coloured cleavage)

Adds lipstick~
There are four colours to choose from, and they can be found in contraband crates. You can wipe off lipstick with paper.

Adds some feedback for when the invisimin verb is used.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4739 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-23 15:31:01 +00:00
petethegoat@gmail.com
cec16a796f Fixes issue 950. (tele-mopping of floors)
Cleans up mop code a fair bit, and adds a notice to the changelog about computer issues.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4738 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-23 14:14:22 +00:00
Cael_Aislinn
a7cb8f56d6 updated changelog
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-22 21:38:14 +10:00
Cael_Aislinn
e645d78f11 Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/datums/organs/organ_internal.dm
	code/datums/vote.dm
	code/defines/atom.dm
	code/defines/procs/gamehelpers.dm
	code/defines/turf.dm
	code/game/algorithm.dm
	code/game/cellautomata.dm
	code/game/gamemodes/cult/runes.dm
	code/game/gamemodes/events.dm
	code/game/gamemodes/events/ninja_equipment.dm
	code/game/gamemodes/events/space_ninja.dm
	code/game/gamemodes/wizard/rightandwrong.dm
	code/game/jobs/job/captain.dm
	code/game/machinery/computer/ai_core.dm
	code/game/machinery/computer/law.dm
	code/game/machinery/computer/pod.dm
	code/game/machinery/computer/syndicate_shuttle.dm
	code/game/machinery/doors/firedoor.dm
	code/game/machinery/teleporter.dm
	code/game/machinery/wishgranter.dm
	code/game/objects/items/devices/uplinks.dm
	code/game/objects/items/weapons/cigs_lighters.dm
	code/game/objects/structures/electricchair.dm
	code/game/turfs/turf.dm
	code/game/vote.dm
	code/hub.dm
	code/modules/admin/admin_verbs.dm
	code/modules/awaymissions/zlevel.dm
	code/modules/client/client defines.dm
	code/modules/food/food.dm
	code/modules/food/meat.dm
	code/modules/food/recipes_microwave.dm
	code/modules/mob/living/carbon/carbon_defines.dm
	code/modules/mob/living/carbon/human/hud.dm
	code/modules/mob/living/carbon/human/update_icons.dm
	code/modules/mob/living/login.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/mob_defines.dm
	code/modules/mob/new_player/login.dm
	code/modules/paperwork/filingcabinet.dm
	code/modules/paperwork/folders.dm
	code/modules/paperwork/photocopier.dm
	code/setup.dm
	icons/effects/genetics.dmi
	interface/interface.dm
	interface/skin.dmf
	maps/RandomZLevels/fileList.txt

various misc mergefixes and todos

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-22 21:29:04 +10:00
d_h2005@yahoo.com
3c589fc824 -Replaces all metroid sprites with rorobeast sprites.
-Removes jars which were redundant and used nowhere else but metroid jelly stuff. Rorojelly now comes in a beaker.

I've replaced most of the important names and messages where applicable. Going through and replacing all instances of the word 'metroid' with 'roro' in the code is a project in itself.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4714 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-17 19:39:11 +00:00
elly1989@rocketmail.com
de35030dd6 Added an invisimin verb. It toggles your mob's invisibility between ghost-like invis and it's initial state. It is bound to the F8 key.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4710 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-17 03:25:37 +00:00
elly1989@rocketmail.com
9bb09aad58 Admins can adminghost via the F5 key.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4709 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-17 02:47:42 +00:00
elly1989@rocketmail.com
9265255ab5 Fixes an issue where areas were set with luminosity = 1. Not sure why the hell I done that and why the hell I never noticed it. Thanks Kor.
Once again, Only crates may be sold on the supply shuttle.
Changed adminverb updates to be called by Login if holder.state changes. This is so we don't have to mess around with it elsewhere and we don't have to call it as often.
Added some missing verbs to the clearadminverbs proc
Fixed a icon reference not using the fullpath (Goddamn stop doing that)
Going catatonic makes you fall down
All mobs with the resting variable can now unrest (god damn what were you doing).
"Lay down / Get up" was renamed to "Rest".
Rest now uses src rather than usr (again, wtf)
Added some ugly fatty fat hacky code to make admin-ghosted mobs appear braindead rather than catatonic
Admin-ghosting (set-observe and set-play) merged into one verb named "Aghost" (short for admin ghost, same convention as asay)



git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4708 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-17 02:27:12 +00:00
elly1989@rocketmail.com
9b072d55ac Committed some new hotkeys.
Hotkey-Mode: (hotkey-mode must be on)
TAB = toggle hotkey-mode
a = left
s = down
d = east
w = up
q = drop
e = equip
r = throw
t = say
x = swap-hand
f = cycle-intents-left
g = cycle-intents-right

Normal-Mode: (hotkey doesn't need to be on)
Ctrl+a = left
Ctrl+s = down
Ctrl+d = east
Ctrl+w = up
Ctrl+q = drop
Ctrl+e = equip
Ctrl+r = throw
Ctrl+x = swap-hand
Ctrl+f = cycle-intents-left
Ctrl+g = cycle-intents-right

Admin:
F5 = toggle-admin-observe (WIP)
F6 = player-panel-new
F7 = admin-pm
F8 = (WIP)

Regular controls aren't affected.

There's an additional option to press the TAB key to switch into a hotkey-mode. It's a toggle, so it stays on until you press it again. It switches focus between the map and input-bar for you. This mode defaults to off so you won't even notice it unless you decide to toggle it on with the TAB key. Whilst using this hotkey mode you get additional options like pressing "T" to say something.

The mode switching (TAB key) is completely client-sided.

http://nanotrasen.com/phpBB3/viewtopic.php?f=15&t=10024

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4686 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-13 15:30:47 +00:00
giacomand@gmail.com
e1bdd57bf2 -Fixed holopads not letting you holo_talk when you weren't on the holopad.
-AIs can now double click on living mobs (/mob/living) to instantly start tracking them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4673 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-10 09:45:07 +00:00
johnsonmt88@gmail.com
be580dc939 Moved the hub stuff into its own file so server hosts wont have to re-update their hub stuff every time there's a change to world.dm.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4667 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-09 18:32:11 +00:00
johnsonmt88@gmail.com
96d0747827 Updated the changelog to help make server hosts aware that they may have to redo their hub variables to have their server show up on the hub. The last commit will most likely reset those variables on them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4660 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 22:36:24 +00:00
elly1989@rocketmail.com
278aacd80a Changelings absorbed by other changelings can no longer rejuvenate back to life. This means changelings can no longer absorb eachother and rejuvenate to share genomes and absorbedcounts.
Fixed the transform to initial appearance adminverb.  I'm assuming it got broken when DNA was changed.

Made the cloaked-xeno sprite slightly more visible.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4656 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 08:16:37 +00:00
Cael_Aislinn
bfdf486a1e updated changelog, committing dme as well just in case
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-08 15:36:35 +10:00
giacomand@gmail.com
75cf50fa17 -Reverted the maintenance cameras.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4645 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 16:49:34 +00:00
giacomand@gmail.com
f39dd65748 -Added maintenance cameras. These are cameras which are located in maintenance, not only that but they have a 66% chance of not spawning. Leading to random blind spots in maintenance.
-Fixed large grenades, removed the reliability prob().

-Added maintenance cameras on the map.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4642 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 09:33:10 +00:00
giacomand@gmail.com
ecd2bcec56 -Holograms are range based again.
-Instead of the singularity using range to look for rad_collectors around it, it will now look through the list and check the distance between every rad_collector, if it's less than 15 tiles in range then it'll give it power.
-Fixed naming your revolver.
-

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4638 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 21:24:33 +00:00
d_h2005@yahoo.com
0619a8f5de -Changes flour from an item to a container-held reagent. All recipes have been updated to use 5 units of reagent flour for every item required previously.
This has a few advantages: The 16(!) sacks of flour previously in the kitchen cabinet have been condensed to an equivalent 3 sacks. Beer is now brewable with universal enzyme, and converting lots of wheat into flour should be less tedious. Also, flour grenades, etc.
Because of this, flour is now obtained from the all-in-one blender rather than the processor, and spaghetti noodles are made with 5 units of flour in the microwave.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4637 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 15:55:44 +00:00
Cael_Aislinn
f3346e75db update changelog.html
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-06 13:16:27 +10:00
Cael_Aislinn
56f5cb9e4e Merge tgstation r4633 into bs12_with_tgport
Conflicts:
	code/defines/obj/costume.dm
	code/game/gamemodes/cult/runes.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/objects/structures/crates_lockers/closets/fitness.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/living/simple_animal/parrot.dm
	code/modules/power/power.dm
	code/modules/power/switch.dm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-06 13:13:57 +10:00
giacomand@gmail.com
db2d703f72 -Holograms can move around again. I'm also experimenting with them being area based, meaning they can move around an area freely and lose their hologram when they leave the area. I've made it a const option, so change HOLOPAD_MODE to 0 to return it to the old system, which will destroy the hologram when it is out of range of the holopad.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4633 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 02:33:30 +00:00
giacomand@gmail.com
6da47a1db7 -Updated changelog, mentioned removing bot cameras in my previous commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4626 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 20:52:18 +00:00
Cael_Aislinn
c4bd191222 Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport (r4618)
Conflicts:
	baystation12.dme
	code/controllers/master_controller.dm
	code/defines/obj.dm
	code/game/gamemodes/events.dm
	code/game/machinery/newscaster.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/stacks/sheets/sheet_types.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/structures/stool_bed_chair_nest/bed.dm
	code/game/turfs/turf.dm
	code/modules/awaymissions/zlevel.dm
	code/modules/maps/fromdmp.dm
	code/modules/mob/living/silicon/ai/freelook/eye.dm
	code/modules/mob/living/silicon/ai/freelook/update_triggers.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/mob_movement.dm
	code/setup.dm
	icons/mob/uniform.dmi
	icons/obj/closet.dmi
	icons/obj/clothing/uniforms.dmi
	maps/RandomZLevels/assistantChamber.dmm
	maps/RandomZLevels/fileList.txt
	maps/tgstation.2.0.9.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-04 22:19:03 +10:00
giacomand@gmail.com
754bcf6e72 -Tweaked space travelling between Z levels to be more random. When travelling between Z levels, your X or Y axis is changed to be on the other side of the map. I made it so that the axis that didn't change will be random. This will eventually stop items and mobs being stuck in an infinite loop, as the only choice to get out of it was to pray or admin help or just to give up and ghost.
-Players can now tell if an camera alarm has gone off by looking at the wire interface.
-Changed a chair in the Cyborg Station, it's now an office chair.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4615 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 15:55:06 +00:00
giacomand@gmail.com
f1d3bdb8e7 -Tweaked cameras based on feedback!
It takes no time to open camera panels now.
There's no chance that pulsing a wire will set the alarm off.
Properly killed the camera from processing, if it isn't a motion camera.
Added some extra feedback to welding.
EMPing cameras will set their alarms off, if it passes the first prob check.

Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4613 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 13:46:48 +00:00
polyxenitopalidou@gmail.com
b5c57165ac •Newscaster overhaul, something I wanted to do since I made them.
•Centralised network, eliminated needless loops and worked out a better way than process(), since newscasters are a lot.
•Added Access News Network adminverb, which gives absolute freedom over the network. Check the Fun tab.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4595 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 11:00:59 +00:00
giacomand@gmail.com
760a57c44d -Increased the range of the EMP grenade to 10/20.
-Added two more grenades inside the EMP kit.

-Made reagents, which react to turf, require a certain number of volume before affecting the turf. For instance, you need 5 units of Thermite on a wall now.

-Added an EMP pulse recipe. It will react immediately on the mixing of the required reagents, which are Uranium and Iron. A grenade with 50 units of Uranium and Iron will act the same as an ordinary EMP grenade, with 10/20 range. Less or more reagents will change the range.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4588 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 13:52:26 +00:00
johnsonmt88@gmail.com
74fcce34d9 Map and Animal fixes!
Simple_animal fixes:
- Mice now properly get added to the mob list.
- Simple animals no longer use emotes if they have a client attached.
- Bears no longer run their AI stuff if they have a client attached.

This means that admins can now use the 'Animalize' button to turn players into mice and bears!

Map fixes:
- That window near arrival shuttle is back where it is supposed to be.
- Nuke op shuttle has red floors again.
- Holodeck's beach program once again has a beach.
- The beach once again is a beach.
- Re-added plating in the centcomm control room (where A.L.I.C.E. is.)

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 22:59:53 +00:00
giacomand@gmail.com
a84ccb93ff -Fixed an issue where you couldn't send messages to people inside lockers.
-AI has to double click to move by turf.
-If more than a certain number of alarms are triggered, the AI and Cyborg will instead receive a message saying how many alarms have been triggered and of which type, they will then get a link to the "view alarms" proc. This also counts for cleared alarms.
-Fixed an issue with creating turfs and it not showing up on the camera.
-Modified the "Communication Blackout" event. It will now notify the AI that comms are down, if it is var/silent. Increased the EMP duration for telecomm machines.
-Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4572 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 08:13:00 +00:00
johnsonmt88@gmail.com
4406c057c9 Admins now have an 'Animalize' button on mob player panels. This allows an admin to turn a mob into any simple_animal they wish.
Unfortunately I had to disallow certain animal types until they can be fixed.

- Mice: I know, it sucks. Mice were the reason I started making this button to begin with, and it's something that both players and admins are requesting. The problem is that when a mob is turned into a mouse, for some reason it becomes impossible to pull up their player panel. If that gets fixed, I'll allow this button to turn players into mice.

- Space Bears: The bear's AI does not seem to turn off when it is player controlled. Basically the bear will automatically maul nearby players to death and spam emotes regardless of the player's actions or inaction.

- Parrots: They are unfinished. They have no sprite, no movement and are completely untested. They were one of Poly's creations that never ended up getting finished. I like the idea of parrots though, someone should work on them!

- Space Worms: Another unfinished project. Currently they drop new space worms when the player moves and you can end up eating your own tail. Eating your tail drops a new space worm and regenerates your tail. I only spent about 15 seconds as a space worm, so there are probably more issues.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4557 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 02:51:07 +00:00
johnsonmt88@gmail.com
5eb6bd3b68 Runtime fixes:
runtime error: list index out of bounds
proc name: attack (/obj/item/weapon/gun/projectile/russian/attack)

runtime error: Cannot read null.loc
proc name: Topic (/mob/living/silicon/pai/Topic)

I've also added Pewter to the list of spriters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4553 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 16:16:07 +00:00
johnsonmt88@gmail.com
b9d0ec96b1 Woops, meant to do this last commit... Merged Trubble's changelog message in with Carn and Giacom's as they're on the same date.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4551 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 05:31:25 +00:00
giacomand@gmail.com
95f05fbaea -Changed choking.
You have to stand still while lethally choking someone. It takes time to get into that lethal choke. When you are lethaling choking someone, they are still concious until the lack of oxygen knocks them out.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4542 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 21:01:39 +00:00
trubblebass@gmail.com
604bdcfbc9 - Nerfs the Neurotoxin drink, in it's former state it was better than a stunbaton.
It's now very slightly better than a Beepsky Smash.
- Amasec nerfed slightly because of how easy it is to make.
- Modified various descriptions, some were duplicates, others were inaccurate/just plain terrible.
- Updated the Changelog with my changes and added finally added myself to the coder list.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4540 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 18:36:13 +00:00
elly1989@rocketmail.com
6e274cd395 New lighting, it's essentially just the old DAL system with a queue.
Comments for lighting:
	Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
	by using the var/tag variable and moving turfs into the contents list of the correct sub-area.

	Unlike sd_DAL however it uses a queueing system. Everytime we  call a change to opacity or luminosity
	(through SetOpacity() or SetLuminosity()) we are  simply updating variables and scheduling certain lights/turfs for an
	update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
	means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
	over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
	setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
	turning it back on with lighting_controller.processing = 1.

	Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
	for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
	at runtime)

	Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
	have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
	gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
	costs.

	Known Issues/TODO:
		admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
		mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
		Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
		No directional lighting support. Fairly easy to add this and the code is ready.
		When opening airlocks etc, lighting does not always update to account for the change in opacity.

Explosions now cause lighting to cease processing temporarily.

Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 16:06:57 +00:00
giacomand@gmail.com
683662f3b6 -Ported/continued AI Freelook. AIs can now look around like a ghost with the exception that they cannot see what cameras cannot see. Meaning if you're in maintenance, and there's no cameras near you, the AI will not know what you are doing. This also means there's no X-Ray vision cameras anymore. I've added documentation to freelook.dm which explains how the system works, if anyone is interested in adding anything. More information here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9675
-I've added some cameras to rooms that should have cameras but were previously depending on other camera's using their X-Ray vision in order to see into a room.

-AIs have a multitool in their contents that they can use to interact with the telecommunication machines.

-Added "Follow" for observers. Works the same as AI tracking without checking if they can track.

-Added a range to how far Cyborgs can interact with machines. This is to stop Cyborgs from interacting with machines through cameras, which could be used to easily disable the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4531 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:34:33 +00:00
sieve32@gmail.com
b64d5c71e9 -Including the .dm that I forgot from r4525
-Changed the air assimilation for ReplaceWithFloor() and ReplaceWithPlating() so that it doesn't count non-floors/non-space turfs against the average.
-Commented them as well
Fixes Issue 851
-Standardized AIbots a bit, primarily with vars, attackby(), emag() and such (Mostly excludes M.U.L.E.'s though)
-AIbots now have a maintenece panel on them, which can be opened after unlocking the access panel by using a screwdriver
-The bots are now repaired by opening the maint panel and using a welder
-Emagging the access panel will unlock it permanatly, and emagging it with the maint panel open will trigger the emag behavior
-Floorbots will actually pull up tiles when emagged, 90% to just pull up the plating (And add it to the tile stock), and 10% to replace the floor with lattice
-When destroyed, floorbots will actually drop all the tiles they have stored, not just 1

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4528 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-24 23:16:34 +00:00
johnsonmt88@gmail.com
4b2326388c In-hand items should now properly update when equipping items.
The singularity can no longer stunlock dead or unconscious people.

tgstation.dme updated since one of the files were removed

Changelog updated to put the 'have a bug to report?' bit to a spot just above where coders put their changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4521 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 04:13:37 +00:00
Cael_Aislinn
66ef336259 modified changelog.html
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-22 22:36:11 +10:00
Cael_Aislinn
418c140e00 Merge branch 'tg' into bs12_with_tgport
Conflicts:
	code/defines/mob/living/carbon/monkey.dm
	code/setup.dm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-22 18:39:44 +10:00
johnsonmt88@gmail.com
38d09c8c19 Revolution game mode fixes:
Station-heads who are monkied now count as 'dead' for round completion.
- This previously applied to revheads but not station heads.

Changed get_all/living_heads to pull from the mob list instead of the player list.
- It was causing players to get skipped by the check-antag verb admins have if they were disconnected.

Runtime fix by Erro for:
runtime error: Cannot execute null.show inv().
proc name: done (/obj/effect/equip_e/human/done)
  source file: inventory.dm,562
  usr: Nodrak Davis (/mob/living/carbon/human)
  src: the human (/obj/effect/equip_e/human)
  call stack:
the human (/obj/effect/equip_e/human): done()
the human (/obj/effect/equip_e/human): process()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4509 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 01:40:48 +00:00
baloh.matevz
df9e07d9fd - Fixes issue 689. Power alerts are now only relayed to computers, AIs and cyborgs located on the z-level, which contains the APC or whatever that triggered the alert.
- Added the body temperature changes to the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4432 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 04:54:19 +00:00
Cael_Aislinn
be9623620b modified changelog
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-16 00:01:25 +10:00