-Tanks in your suit storage, belt, and pockets take priority over tanks on your back when using the internals button on the HUD
-Added an extra set of vents and scrubbers to the prison wing
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3841 316c924e-a436-60f5-8080-3fe189b3f50e
(The chemical dispenser continues to use the DMF interface as there is nothing broken with that)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3833 316c924e-a436-60f5-8080-3fe189b3f50e
- This is more of a fix for the current method of explosions, not a fix to make explosions more efficient as a whole.
- Explosions used circlerange() which had improperly named vars. At a glance, it looked like it was just returning turfs in range, but in reality it was returning all atoms in range.
- Explosions now use circlerangeturfs() which only returns turfs
circlerange()
- Changed the variable names to reflect what they actually use to prevent this kind of confusion again.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3832 316c924e-a436-60f5-8080-3fe189b3f50e
Also adding carn and I's name into the admin.txt so we don't have to keep unticking the file every time we want to commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3826 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed husking and fatties
Fixed floor tiles still appearing in hand when laying them
Fixed a possible runtime with FAT people
Fixes for pre-existing bugs:
Fixed being unable to put belts & backpacks on other people
Tweaked the damage procs a bit. Mainly adding in sanity checks to prevent negative damage and such. A few optimisations here and there.
Fixed ratios for brute-burn damage being applied to organs simultaneously
nodamage==1 now prevents all organ damage. It does not stop healing however.
In-line with the sanity stuff mentioned above, clamp-values for brute/burn were removed as requested by Rockdtben
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3825 316c924e-a436-60f5-8080-3fe189b3f50e
Changes to windoors.
- Secure windoors now require 2 plasteel sheets instead of 4 rods
- Windoors and secure windoors have reduced health.
Added checks for proximity, canmove and death on:
- Library scanner
- Library computer
- Library public computer
- Bookcases (Fixes issue 564.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3824 316c924e-a436-60f5-8080-3fe189b3f50e
Added resources.dm where FILE_DIR can be defined manually. It should speed clean-compiles up by reducing the number of places the compiler searches for resource-files to put in the resource-cache (stuff in ' ' quotes. e.g. icon='human.dmi').
To use manual FILE_DIR defines go to:
Build > Preferences for tgstation
in dreammaker. Then un-tick "Automatically set FILE_DIR for sub-directories"
It also means you have less crap to clean up in the .dme before every commit C:
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3820 316c924e-a436-60f5-8080-3fe189b3f50e
Added a cooldown to the containment field shocking players
- If a containment field was set up in a small room, it was possible to crash the server by jumping into the field with no way to escape it. This was likely due to the hundreds of spark effects being generated every second, on top of all the other calls it had to make.
Used the existing parent proc to check for proximity, canmove and death on:
- Atmos pumps
- Atmos mixers
- Canisters. (This should finish off issue 397.)
- Crew monitering computer (This one probably didn't need it but it shouldn't change the way it works.)
Added admin checks to:
- datum/mind
- tensioner
If either of these fail an admin check an admin log will be entered into the server logs and a message will be displayed to admins.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3818 316c924e-a436-60f5-8080-3fe189b3f50e
-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
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
- Added a 'time between ticks' status display for admins as well as this being calculated.
- Made the malf countdown take this into account. Now if you hacked 3 APCs, which means you'd normally have your points reduced by 0.5 per tick, you get it reduced by 0.5 * last_tick_duration
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3807 316c924e-a436-60f5-8080-3fe189b3f50e
- As per erro's request, doorshocking is now also logged in the mob's attack log var
- shockedby is now a list and entries are timestamped
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3806 316c924e-a436-60f5-8080-3fe189b3f50e
- the shockedby var shows the IC name and ckey of who last electrified it, it doesn't clear out once electrification ends to prevent the ability to conceal who did it by shocking and then unshocking the doors
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3805 316c924e-a436-60f5-8080-3fe189b3f50e
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
Fixed an error in door_assembly.dm regarding glass doors not getting sprites.
Cleaned up astroid floor code.
-Bombing astroid floors (sand) will now 'dig' up sand.
TK users no longer get shocked while bashing grilles using TK.
- Range check on grille shocking. Fixes Issue 419.
Added to the lighting checks for Plantmen. They should no longer starve on the shuttle. Fixes Issue 471.
Bombs now affect people inside lockers. Fixes issue 208.
- Modified Sieve's original change so that the contents of the locker get severity+1. Meaning a weaker severity meaning the locker offers some protection.
Vending machines and mass driver buttons now leave fingerprints. Fixing issue 542.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3800 316c924e-a436-60f5-8080-3fe189b3f50e
- 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
* 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
- Added the tanning micro-mechanic. Hide still not available in-game yet tho until sprites are added and some use for leather is made. I'll get on that soon<TM>
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3794 316c924e-a436-60f5-8080-3fe189b3f50e
-AI Integrity Restorer circuits can now be made via imprinter
-Changes to Tech Storage inventory
--Removed teleporter circuit. It was intentionally moved to the RD's office to prevent nuke ops from stealing them.
--Added Protolathe, mining station monitor, and atmos alert circuits
--Added crew monitoring circuit to secure tech
--From the earlier commit: Added autolathe circuit and moved ID computer circuit into secure tech
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3789 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed plastic flaps not letting small creatures pass (An if-statement was partly backwards)
Re-added the teleporter circut board to secure tech storage.
- I think someone accidentally replaced it with a duplicate cyboard upload at some point.
Lowered the chance for Perriot's Throat to HONK words.
- Max chance before was 4*20% chance now it's 4*12%
Perriot's throat will no longer HONK words when you're dead so that deadchat is spared.
Portable flashers no longer ignore certain eye protection. Fixes issue 535.
- They now use the mob's eyecheck() proc instead of using its own out-of-date proc
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3788 316c924e-a436-60f5-8080-3fe189b3f50e
Clarified swirlie failure feedback.
Slightly updated the map, 'fixed' some recessed maint entrances. They looked really odd as there were only two of them on the whole station.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3781 316c924e-a436-60f5-8080-3fe189b3f50e
Details here: http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8960
And, to summarise:
Added a new computer, the message monitor console. It is able to access the logs on the message server.
Made PDAs dependant on the message server instead of Telecomms. This fixes PDAs not sending any messages due to no listening_freqs.
When paper is splashed with Ethanol, the contents of the paper or book disappear.
Added white coloured pens. Allows you to write hidden messages that can be revealed by highlighting the text.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3777 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed issue 542. Fingerprints are now left on door controls and mass driver controls.
Executed the rogue disposal pipe in robotics maintenance.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3776 316c924e-a436-60f5-8080-3fe189b3f50e
- 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.pnghttp://www.kamletos.si/cuff%20restraints.png
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3770 316c924e-a436-60f5-8080-3fe189b3f50e
Fix for xray projectiles being incorrectly defined. Thanks Mwahahahaha!
Fix for the xray sprites.
Map changes! Mostly changes in maintenance, but also a xenobio change, to make the monkeys not visible from the metroid pen, for Rockdtben.
Also readded the secure storage and lockdown buttons to the CE's office. Thanks Mwahahahaha!
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3765 316c924e-a436-60f5-8080-3fe189b3f50e
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
--Areas have been redefined and renamed to make more logical sense (eg "Arrivals North Maintenance" instead of "Secondary Fore Port Maintenance"). Same has been done with Solars
--Doors have been moved around to match the new areas.
--Several windows facing into station areas have been removed.
--Overall it should be darker and more winding
-Added Sieve's EngiVend to engineering and reduced number of lockers
-Scientists no longer start with gas masks and o2 tanks (Still available from the lockers)
-Added paperwork objects to detective's office
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3752 316c924e-a436-60f5-8080-3fe189b3f50e
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
Recoded stunbatons, and put them into their own stunbaton.dm. They should function more or less the same, there's a few differences.
Recoded rechargers, they function exactly the same, but should be a bit more responsive now.
Fixed issue 475.
Filing cabinets, photocopiers, and hydroponics trays are now unwrenchable (the latter by request of Cheridan. It may need balancing, or more steps to unanchor.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3749 316c924e-a436-60f5-8080-3fe189b3f50e
- Timers
- Remote Signallers (Fixes issue 325)
- Proximity Sensors
- Infared Sensors (Man.. these really need to be fixed.. or just re-done entierly)
Cargo shuttle:
- People in the area of the cargo shuttle get gibbed when the shuttle shows up. (Fixes issue 508)
- Renamed 'Dock' to 'Away' because Station -> Dock is confusing...
Committing for Sieve:
- The toggle throw hotkey (end) now works with TK (Fixes issue 523)
- Borg diamond drills now properly dig sand (I still don't understand why they don't just have a shovel...)
Updated changelog to reflect some of these changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3747 316c924e-a436-60f5-8080-3fe189b3f50e