Commit Graph

807 Commits

Author SHA1 Message Date
killer653
9c359cb202 Polaris sync 2016-12-27 08:21:55 -05:00
MagmaRam
190a2bc70c Replaces [stack]/fifty atoms with atoms that spawn the normal stack
The stack/fifty objects were really buggy, this should fix all of that in one go.
2016-12-17 17:27:04 -06:00
killer653
0c73b9da2e Polaris December Sync 2016-12-10 09:51:11 -05:00
ForFoxSake
db63646679 Fixes language ability checks. Adds EAL to more synthetics. 2016-11-25 02:44:06 +00:00
MagmaRam
0b3c9238ea Fifty stacks can now be added to the R&D machines. 2016-11-23 22:31:06 -06:00
Yoshax
804c67fc00 Removes crate, removes from vending, changes changelog 2016-11-20 20:30:19 +00:00
Arokha Sieyes
9730557674 Omnihud glasses 2016-10-22 18:14:27 -04:00
Arokha Sieyes
92833e335c Merge branch 'master' of https://github.com/PolarisSS13/Polaris into sync
COMMENT FROM ARO: I have no idea why these files conflicted. I took the versions at their most recent commit for almost all of them (except the ones with actual merge conflict issues). Almost all the files were identical, including whitespace. Hopefully 'using theirs' will resolve this.

# Conflicts:
#	code/datums/uplink/ammunition.dm
#	code/game/gamemodes/technomancer/spells/aura/fire_aura.dm
#	code/game/gamemodes/technomancer/spells/aura/frost_aura.dm
#	code/game/gamemodes/technomancer/spells/insert/mend_burns.dm
#	code/game/gamemodes/technomancer/spells/insert/mend_metal.dm
#	code/game/gamemodes/technomancer/spells/insert/mend_organs.dm
#	code/game/gamemodes/technomancer/spells/insert/mend_wires.dm
#	code/game/gamemodes/technomancer/spells/projectile/chain_lightning.dm
#	code/game/gamemodes/technomancer/spells/projectile/overload.dm
#	code/game/gamemodes/technomancer/spells/projectile/projectile.dm
#	code/game/jobs/job/captain.dm
#	code/game/jobs/job/science.dm
#	code/game/machinery/recharger.dm
#	code/game/machinery/suit_storage_unit.dm
#	code/game/objects/items/devices/flashlight.dm
#	code/game/objects/items/weapons/power_cells.dm
#	code/game/objects/items/weapons/stunbaton.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/client/preference_setup/loadout/loadout_shoes.dm
#	code/modules/client/preference_setup/loadout/loadout_uniform.dm
#	code/modules/client/preference_setup/loadout/loadout_xeno.dm
#	code/modules/clothing/spacesuits/void/station.dm
#	code/modules/integrated_electronics/assemblies.dm
#	code/modules/integrated_electronics/input_output.dm
#	code/modules/integrated_electronics/tools.dm
#	code/modules/mob/living/carbon/carbon_defense.dm
#	code/modules/mob/living/carbon/human/examine.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/organs/blood.dm
#	code/modules/paperwork/faxmachine.dm
#	code/modules/projectiles/dnalocking.dm
#	code/modules/projectiles/effects.dm
#	code/modules/projectiles/guns/energy.dm
#	code/modules/projectiles/guns/energy/laser.dm
#	code/modules/projectiles/guns/energy/nuclear.dm
#	code/modules/projectiles/projectile/bullets.dm
#	code/modules/research/designs.dm
#	html/changelogs/.all_changelog.yml
#	html/changelogs/Anewbe - Beret.yml
#	html/changelogs/Anewbe - Tape Roll.yml
#	html/changelogs/MagmaRam-PR-2631.yml
#	html/changelogs/Redstryker - EMTVoidsuits.yml
#	icons/mob/head.dmi
#	icons/mob/items/lefthand_hats.dmi
#	icons/mob/items/lefthand_suits.dmi
#	icons/mob/items/righthand_hats.dmi
#	icons/mob/items/righthand_suits.dmi
#	icons/mob/species/seromi/head.dmi
#	icons/mob/species/seromi/suit.dmi
#	icons/mob/species/skrell/helmet.dmi
#	icons/mob/species/skrell/suit.dmi
#	icons/mob/species/tajaran/helmet.dmi
#	icons/mob/species/tajaran/suit.dmi
#	icons/mob/species/unathi/helmet.dmi
#	icons/mob/species/unathi/suit.dmi
#	icons/mob/suit.dmi
#	icons/obj/clothing/hats.dmi
#	icons/obj/clothing/species/seromi/hats.dmi
#	icons/obj/clothing/species/seromi/suits.dmi
#	icons/obj/clothing/species/skrell/hats.dmi
#	icons/obj/clothing/species/skrell/suits.dmi
#	icons/obj/clothing/species/tajaran/hats.dmi
#	icons/obj/clothing/species/tajaran/suits.dmi
#	icons/obj/clothing/species/unathi/hats.dmi
#	icons/obj/clothing/species/unathi/suits.dmi
#	icons/obj/clothing/suits.dmi
#	icons/obj/power.dmi
#	maps/RandomZLevels/stationCollision.dm
#	maps/polaris-1.dmm
#	maps/polaris-2.dmm
2016-10-20 21:24:07 -04:00
Anewbe
bea401be2d Fixes device cells 2016-10-16 13:42:16 -05:00
Eearslya Sleiarion
868413c880 Polaris Sync October 9th (#633) 2016-10-09 18:55:29 -04:00
Anewbe
771d8b9e4b Adds a smaller device cell for use in non-weapon devices 2016-10-08 15:34:18 -05:00
Anewbe
1a442aa7cc Merge things 2016-10-06 21:37:10 -05:00
Anewbe
0f51fda83a Energy weapons can be reloaded 2016-10-06 21:30:52 -05:00
Neerti
337ef499a1 Cleans Up WIP Event System + New Grid Check For It
Separates the 'count and assess everything' stuff to it's own datum, called the metric datum, which I plan to add on to in the future to make counting and metrics easier.
Makes decision process a bit more weight-based, will probably continue tweaking later.
Makes the admin debug UI have links to change settings easily.
Adds replacement for grid check event, which works similar to the old one, but is now based on a physical machine in the game world, that Engineering can hack to make the event end faster, if so desired.  Note that the machine is not mapped in, and won't be mapped in until the event system is ready for launch.
Adds grid_check variables to SMESes and APCs to make them stop doing work without draining the battery.
Grid checks in the new system are caused by a "power spike" which originates from the engine and will cause bad things, should no grid checker machine be connected to the power-net.  These power spikes occur when the GM decides that a grid check is a good event to have.
The grid checker can be built and deconstructed using the standard machine construction methods.
2016-10-05 21:40:07 -04:00
Neerti
162af1fbc3 Adds More Circuits
Drone assembly can be made in RnD now.
Adds injector component, which does what it implies, and injects a reagent into someone or something nearby.
Adds reagent pump, similar to the above but meant for moving reagents around different containers, inside or outside of the machine.
Adds adjacent locator, which can find specific objects next to the machine.
Adds two flavors of the reagent storage component, which does what it says.  The second variant is a cryo-beaker version.
2016-09-25 11:52:39 -04:00
Neerti
801a162ba7 Ports the Port of Circuits
Ports PsiOmegaDelta's port of integrated circuits, which has several improvements in code quality.
Ports a few small things like the weakref datum and some macros.
2016-09-24 18:06:11 -04:00
Cameron653
28175d86c7 Late September Sync (#579)
* Elevators aren't bottomless voids!

* Updates changelog

* Sombrero Code

* Fixes #2365

* Adds changelog

* Sleeper is evil.

* no message

* Changelog

* Stops observers from leaving prints on the ground.

No more spooking the mortals, ghosts.

* Allows autotraitor in secret to start with 0 players

* Adds changelog

* Makes diona slightly less slow

* Adds changelog

* Bowling Shirts

* Updates changelog

* Adds a missing description

* Flat Cap Changes and Hair Bow

* Fixed Error

* Adds an in-hand

* Lower Torso cannot be amputated

* Smoke works, adds changelog

* Updates changelog

* Makes Unathi Voidsuits Less Fat

* Medical related fixes

* Fuzzy Cuffs

* Tube Top

* Made Icons for Security Suit Less Gaunt

* Revert "Medical related fixes"

This reverts commit d7c59520e6.

* Just the fix to random med item now

* Adds organ fixing

* Fixes Evening Glove Coloring

* HAZMAT Suits

* Changes Unathi sprite slightly

* Tweaks skirt pathing

* Corrects changelog

* Adds changelog

* Construction Voidsuits

* makes people bleed real good

* adderino changeling

* Biohazard Voidsuit

* Revert "Revert "Adds hub passwordu""

* Explosive implants should no longer gib on limbs.

* Adds space penguins and space geese.

* Revert "Revert "Revert "Adds hub passwordu"""

* Makes flash rounds respect eye protection

* Water > Fire

* There's plenty lying around, I think

* Naming inconsistencies fixed

The short naming of central command has been really inconsistent across
the game's files. This has always annoyed the shit out of me.

CentComm and Centcomm and Centcom are now all CentCom, specifically with
that capitalization. Why one M instead of two M's? Because Comm with two
'M's = Communications. Hence, Telecomms, NOT Telecoms. Telecoms is
incorrect. CentCom was also chosen because CentCom with one M and this
casing is most found throughout the game's files.

Speaking of Telecomms, I corrected one instance in the game where it's
Telecom. Like I said, this is not correct. There was only one
inconsistency.

Likewise, Nanotrasen has been changed to NanoTrasen. Nanotrasen only
appears 20 times, where NanoTrasen appears 62. NanoTrasen is clearly the
preferred, correct naming.

* Almost forgot plural of Telecomm

* Finalizes work, adds designs to research.

* Press Vest

* Removes Mags/Shells, Adds Recorder and Flashlight

* Fixes spans.

* Raises the number of players needed to start Ninja

* Still needs to fix internal bleeding

* Allows Wirer To Attach to Toolbelts

* Fixes #393

* Tweaks FBP temperature

* Corrects Changelog

* Fixes some Advanced Egun oversights

* Embiggens the laser carbine and the lasercannon.

* Messenger Bags

* Health analyzers detect appendicitis

* Custom Circuit Additions & Fixes
Adds Med Scanner and Advanced Med Scanner circuits.
Clock circuit is now functional.
Five second delay will delay for five seconds and not one second.
Renaming circuitry now respects ability to do so (e.g. being alive).
Firing circuit can now be obtained by science normally.
Examining inside assembly cases now requires adjacency.

* More Additions
You can now cancel inputting on a text or numberpad.
Zero is now displayed properly on the UI and not be shown as null.
The small and medium assemblies now have real sprites.
Total health percentage for med scanners and advanced med scanners now reports a proper percentage and not 1 or 0.
The constant memory chip now can be set by using it in hand, making it usable.
The constant memory chip now accepts refs as data to store.  To use, select 'ref' when using inhand, then hit it against the thing you want to store.

* Allows Chemists to View Medical Records on their PDA

* Refactors splinting

* Refactors the forceMove() drop.

Makes dropping a its proc instead, cleaning up forceMove() handling.

* Replaces ORGAN_SPLINTED

* Supportive suits now only loop through bad organs

* Adds changelog

* Lasercannon tweaks

* Bloodloss tweak

* Adds hawaii shirt

Attachable to any uniform, works like suit jackets.

* Changelog cause why not

At this rate I'll forget how to do those otherwise

* Adds randomized alohas

Also some color matrix helpers from TG

* Appendicitis doesn't cancel itself out.

* Removes debug stuff

* Radsuit Sprite Changes

* Allows us to actually use the messenger bags

* Fixes spelling mistake

* Ported ventcrawling from vg.

* Fixes changelog errors

* Updates changelog

* Tweaks vent crawling.

The ability to ventcrawl is now checked by the /handle_ventcrawl() proc, making it possible to properly check before and after the do_after() call.
Moves various checks into the base can_ventcrawl proc.
Now lists the first object that prevents a mob from ventcrawling, making it easier to correct the exception list.
Removes the issmall() check, instead checks if the crawling mob has the relevant verb. Fixes #14081.

* Suit Storage Items

* Adds in IB removal

* More Circuit Things
Adds Locomotion circuit, which makes the machine move in a given direction.
Adds Signaler circuit, which can send and receive signals from a signaler.
Adds a new tool, the Debugger, which lets one directly set data in a specific pin.  It can also pulse activation pins.
Adds ability to define custom cooldown times for each component.
Smoke generator now has a 30 second cooldown.
Cleans up some code somewhat.

* Adds design for locomotion circuit.

* Cleans up code

* Even more sprites by Mechoid.
Fixes abs to rel converter.

* Black Messenger Bag

* Powersink fix

* Even More Sodding Circuits
Adds new RNG circuit, to make random numbers each time.
Adds new Concatenating circuit, so you can make lots of small strings into one big one.
Adds new light and advanced light circuit.  Basic just has a normal light that can be toggled.  Advanced allows it to be any color using RGB, and a brightness between 0 and 6.
New sprites for the debugger and wirer, by Mechoid.
Hopefully finally fixes smoke generator from being unobtainable.

* Adds basic circuit kit and spare circuit tools to Tech Storage.

* Part the first

* Changelog

* Allows robots to be constructed with prosthetic limbs as well as borg limbs.

* Map change

* Secbelt can hold stun revolvers and eguns

* Voidsuit Sprite Changes

* Tweaks burst laser

* Lasers, energy projectiles, and muzzle flashes now produce light.

It's a bit wonky due to lighting only updating once every half-second,
but it's very much functional, at least on my desktop.

* Adds bridge bunnies

* Slightly cleans up the occupation screen, adds uniform to locker

* Map Changes

* Adds Changelog

* Fixes stuff

* Allows jobbanning of cargo department jobs

* Re-adds balance changes to heavy lasers.

They got changed by accident when I did the laser light show.
Also, adds changelogs for my last couple changes, because I'm an
    idiot and forgot them.

* Fixed missing sprite

* Dress Loadout Additions

* I Can't Believe It's Not Circuits (it is)
Fixes numberpad and letterpad pulsing.
Debugger and Constant chip can now have null written to it.
Adds new sound output, with two types so far.  One being the 'beeper' type, which can do things like buzz, ping, beep, etc.  The second type is a securitron speaker, which allows us to get closer to building a functioning Beepsky.

* Adds EPv2 Circuit
Adds a circuit that allows it to send and receive EPv2 messages, allowing for a more robust transmission of data that signalers cannot deliver.  Bonus: Communicators can send text messages to custom machines using this.

* Updates changelog

* Fixes not being able to put things in medkits.

* Technomancer Tweaks

Cost for various spells and equipment adjusted greatly.  In general, things are cheaper, and everything should now be in multiples of 25, so no points are wasted.
The default jumpsuit for Technomancers is now heavily insulated, protecting them from tasers, batons, and perhaps unfortunate lightning strikes.
Instability between 31 and 50 made less harsh.
Wards made with a scepter of enhancement will break the cloak of anyone invisible that it can see.
Fire aura buffed, increased rate of heating as well as temperature cap for both non-scepter and scepter effects.
Reflect spell made more forgiving for the Technomancer, lasting longer before expiring.
Projectile spells should be able to hit people more reliably.

* Shotgun Reloading Tweak
Adds ability to hit a shotgun or similar weapon with a container containing ammo, to load said ammo into the shotgun one at a time automatically, instead of having to play inventory tetris, as requested by some people.

* Use sanitizeName for the guest pass terminal name input to prevent excessively long names.

* Circuit UI and Assembly Tweaks
Adds new drone assembly, which has stats between the medium and large assembly.  Sprites by Mechoid.
Assemblies now have a light UI when examined while opened, which displays what's inside, as well as how close to the cap for parts or complexity you are getting.  Click the names of a component to open the wiring interface for that component.  You can also rename each component from the UI.  Bonus:  Having multiple components of the same name will no longer appear as one component.
Adds ability to rename the assembly, using the new UI.

* Revert "Ported ventcrawling from vg."

* Re-adds a nice, useful macro

* Fixes #2431

* Tweaks Riot armor

* Fixes a typo in the DNA Modifier

* Ripped Jeans (And White Shorts)

* Adds shanking

* Adds changelog

* Removes a stray world <<

* Ported ventcrawling from vg.

* Tweaks vent crawling.

The ability to ventcrawl is now checked by the /handle_ventcrawl() proc, making it possible to properly check before and after the do_after() call.
Moves various checks into the base can_ventcrawl proc.
Now lists the first object that prevents a mob from ventcrawling, making it easier to correct the exception list.
Removes the issmall() check, instead checks if the crawling mob has the relevant verb. Fixes #14081.

* Long, time-consuming not one-line fix

* Makes cigs branded too

Description of cig/cigbutt would reveal its brand for dastardly murdersolving revelations.

* Adding a article

* The door hacker now only pings the user

* Removes implants from Deathsquad

* Adds the ability to apply pressure to bleeding wounds

* Shoes

* EVA rigs should use their default sprites on Taj and Unathi

* Fixing some errors

* Update loadout_xeno.dm

* Delete back_vr.dmi

* Add files via upload
2016-09-24 14:12:43 -04:00
Neerti
828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00
Neerti
ba2c7507d6 Adds EPv2 Circuit
Adds a circuit that allows it to send and receive EPv2 messages, allowing for a more robust transmission of data that signalers cannot deliver.  Bonus: Communicators can send text messages to custom machines using this.
2016-09-18 18:24:13 -04:00
Neerti
c8fab7d070 I Can't Believe It's Not Circuits (it is)
Fixes numberpad and letterpad pulsing.
Debugger and Constant chip can now have null written to it.
Adds new sound output, with two types so far.  One being the 'beeper' type, which can do things like buzz, ping, beep, etc.  The second type is a securitron speaker, which allows us to get closer to building a functioning Beepsky.
2016-09-18 16:13:25 -04:00
Neerti
faa797b23a Even More Sodding Circuits
Adds new RNG circuit, to make random numbers each time.
Adds new Concatenating circuit, so you can make lots of small strings into one big one.
Adds new light and advanced light circuit.  Basic just has a normal light that can be toggled.  Advanced allows it to be any color using RGB, and a brightness between 0 and 6.
New sprites for the debugger and wirer, by Mechoid.
Hopefully finally fixes smoke generator from being unobtainable.
2016-09-17 12:36:46 -04:00
Neerti
72db27c92c Adds design for locomotion circuit. 2016-09-16 19:55:48 -04:00
Neerti
a6d472179c More Circuit Things
Adds Locomotion circuit, which makes the machine move in a given direction.
Adds Signaler circuit, which can send and receive signals from a signaler.
Adds a new tool, the Debugger, which lets one directly set data in a specific pin.  It can also pulse activation pins.
Adds ability to define custom cooldown times for each component.
Smoke generator now has a 30 second cooldown.
Cleans up some code somewhat.
2016-09-16 19:45:00 -04:00
Neerti
38c5431702 Custom Circuit Additions & Fixes
Adds Med Scanner and Advanced Med Scanner circuits.
Clock circuit is now functional.
Five second delay will delay for five seconds and not one second.
Renaming circuitry now respects ability to do so (e.g. being alive).
Firing circuit can now be obtained by science normally.
Examining inside assembly cases now requires adjacency.
2016-09-15 01:19:56 -04:00
Neerti
0debdd3bf2 Finalizes work, adds designs to research. 2016-09-13 17:08:12 -04:00
Spades
7e84419866 September Polaris Sync (#545)
* Removes Captain as a title, sets default to Station Administrator, and adds a new title, Site Manager

* Fix atmo_control interface temperature reading

* Adds Multiple Alternative Titles

* Removed Supply Assistant

* Removed Sergeant

* Removed Computer Scientist

* Revert "Revert "Frame Cleanup""

This reverts commit 82722ba42f.

* Changed Supply Officer to Requisitions Officer

* Changed Requisitions Officer to Supply Chief and Removed Courier

* Removed Life Support Technician

* Removed Brig Officer

* Tweaks the lowest level of heat damage to be less insane

* Corrects damage amount for heat_damage_level_1

* Maybe Perhaps Last Major Technomancer PR
Adds ability to sort the spells section of the catalog into categories.  The categories available are 'All', 'Offensive', 'Defensive', 'Utility', and 'Support'.
Removes preset section on catalog as it was unused.
Projectile spells now have a sound when fired.
Haste lasts five seconds instead of three.
Repel Missiles lasts for five minutes instead of two.
All healing spells work five times as fast, healing in five seconds instead of twenty five seconds.  The amount of instability and healing done has been multiplied to remain consistent.
Passwall can now be used on more than just walls, if there's something dense on the same tile.
Force Missile is now 25% cheaper to cast, and has a cooldown of .5 seconds instead of one second, and does 5 more damage.
Beam's damage is increased by 10, and energy cost decreased by 25%.
Lightning's warm-up time is now one second instead of two.
Overload now costs 10% of total energy instead of 15%, and damage scaled with 4% of their current energy reserves, and 5% with the Scepter, instead of 3%/4%.  Additionally, instability per shot is lowered to 12 from 15.
Track now costs 25 points instead of 30 in the catalog, because roundness.
Fire Aura should look more impressive without a Scepter.
Fixes bug where shooting Lightning made you motionless for twenty seconds.

* Adds Multiple New Clothing Items

* Makes Loincloths only Availiable to Taj and Unathi

* Tweaks the contents of the captain's closet

* Smokables now give an approximation of how much longer they'll burn once lit

* make teshari not bad to play

* Tea Tweaks

- Minor changes to the color of some of the drinks such as tea and iced tea. Still not happy with the colors, but they seem better than before.
- Modification to the British cup sprite.
- Addition of a tea sprite for the coffee cups.

* fixes exception handling runtiming

* Adds missing error handler that made it difficult to debug runtimes.

* Corrects error handling proc

* Adds missing runtime viewer Topic calls.

Relocates them to the datum itself rather than it being an admin topic for maximum self-containment.
Also adds 'adminplayerobservefollow', making it possible for admins to not only jump to mobs but also follow them with a single click.
Misc tweaks from Paradise.

* gib population

* Adds the ash() mob proc, preps ninja suit

* Fixes #2352

* Changelog

* alt title

* Rigs now have suit coolers

* Map edit

- Fixes lighting in Security. Again.
- Fixes lighting in Library.
- Adds a new maint tunnel between engineering solars and atmos, now
outside the blast radius of SME explosions.

* Almost forgot emergency shutters.

* Examine Cigarette Lore

* Fixes Capitalization

* Eliminates colon

* Should clear up the usr issue

* Fixes cryopods of all types not setting occupant correctly.

* updates changelog

* Fixes runtime that occured if someone touched a blast door with an empty hand.

* Fixes check_rights() runtime.

* Adds magboots to ling spacesuits

* Adds Changelog

* Turret Fix
Turrets can now deploy properly and not be stuck in a state of deploying forever if a target is in range.

* Revert "Adds hub passwordu"

* Makes changeling recursive enhancement a passive power

* Corrects a description

* Adss changelog

* Add files via upload

* Changeling/Wizard/Future Stuff Hud Button Fix
Hopefully this stops the roundstop changeling hud wonkiness.

* Changes Mining Hardsuit slowdown to 1, from 3

* Widened hallway

* Speeds up arm_guard and leg_guard wearers slightly

* Forgot to use map cleanup tool.

* Adds changelog

* Adds changelog

* Minor Emitter Tweaks
Emitters no longer die by shooting a taser or laser tag gun at it.
Emitters don't explode if they are not on a powered wire with sufficient electricity in it.  They will just crumple away instead if integrity is reduced to zero.
Taking any damage to the emitter no longer results in instant death due to me being an idiot awhile ago.
Emitters can be examined to see if they are damaged, and can be repaired by applying metal sheets to it.

* Github, stop being stupid!

* Tweaks Sec Voidsuit values

* Fixes external airlocks

* Elevator-MMI fix

* Shoveling Snow

* Laptop ID Computer Fix
The manifest should now be updated correctly when using laptops.

* do_after is more immersive

* Fixes second bug involving inability to change title to station admin.

* Adds more unathi hair and facial options

* Adds the changelog

* Retweaks secret player requirements

* Updates changelog

* Fixes sprite not updating to not be floating when leaving non-gravity

* Adds changelog

* Fixes changeling revive not working when you're missing a limb

* Fixes #860

* Adds changelog

* Makes flash confused duration the same length as the flash blurry eyes

* Increases the change of lung rupturing

* Adds vomit as an emote

* Adds changelog

* Removes revolution shuttle delay

* Adds changelog

* Projectile flash rounds will now do the same as a flash when hitting a target

* Adds changelog

* Fixes dna-lockable gun explosion security level

* Drink Container Lore

* Decapitalizes 'Sleeper'  Because Why

* Fixes Grammatical/Flow/Sarcasm Errors

* Completes dna lockable guns implementation by adding a dna chip that can be added to guns

* Fixes + forgotten file

* Moves DNA locking stuff down to the item level rather than gun, also adds the ability to emag to remove the lock

* Adds changelog

* Adds the ability to wear ponchos as an accessory, also adds the ability to have ponchos as a suit accessory

* Adds changelog

* Closes 2 missing spans

* Adds secure briefcase to custom loadout

* Adds changelog

* Headgear Additions, and an Undershirt

* Medical splint buff and new ghetto splints.
Adds hands and feet to splint-splintable organs.
Also adds ghetto splints that can't do hands and feet.

* Fixed Sleeper... Again

* Renames "poncho" slot to "over"

* Speeds Hyperzine metabolism

* 1.5.8 Map bug fixes
-Fixed brit cup sprite.
- Replaced a maintenance door leading into atmospherics with one with the proper access.
- Fixed Missing Disposals pipe next to atmos.
- Tweaked some light placement in the main hallways.
- AI core redesign.
- Turned off medbay lobby intercom.
- Cyborg charging station added to prison wing.
- Cyborg charging station added to the research outpost.
- Medical rig suit added to medical.
- EVA rig suit for engineering added to EVA.
- Second  residential elevator installed. Due to budget cuts the size of the elevators has been reduced.

* Updates changelog

* Sombrero Code

* Fixes #2365

* Adds changelog

* Sleeper is evil.

* no message

* Changelog

* Stops observers from leaving prints on the ground.

No more spooking the mortals, ghosts.

* Allows autotraitor in secret to start with 0 players

* Adds changelog

* Makes diona slightly less slow

* Adds changelog

* Bowling Shirts

* Updates changelog

* Adds a missing description

* Flat Cap Changes and Hair Bow

* Fixed Error

* Adds an in-hand

* Lower Torso cannot be amputated

* Smoke works, adds changelog

* Updates changelog

* Makes Unathi Voidsuits Less Fat

* Medical related fixes

* Fuzzy Cuffs

* Tube Top

* Made Icons for Security Suit Less Gaunt

* Revert "Medical related fixes"

This reverts commit d7c59520e6.

* Just the fix to random med item now

* Fixes Evening Glove Coloring

* HAZMAT Suits

* Changes Unathi sprite slightly

* Tweaks skirt pathing

* Corrects changelog

* Adds changelog

* Construction Voidsuits

* makes people bleed real good

* adderino changeling

* Revert "Revert "Adds hub passwordu""

* Explosive implants should no longer gib on limbs.

* I still have no idea what I am doing.

* Resolves #331
2016-09-11 19:52:40 -04:00
SinTwo
fa92cdeeda Merge branch 'master' of https://github.com/PolarisSS13/Polaris into framecleanup2 2016-08-23 18:33:51 -04:00
killer653
d1afae6d06 Polaris Sync & bugfix
- Polaris Sync
- Fixes bug being unable to pick up micros
- Fixes all conflicts that came with sync
2016-08-17 22:02:05 -04:00
SinTwo
045c393683 Revert "Revert "Frame Cleanup""
This reverts commit 82722ba42f.
2016-08-13 19:55:57 -04:00
Kelenius
d0a0a64722 Merge branch 'master' into fuckCael 2016-08-08 18:41:18 +03:00
EmperorJon
8110fbbf3c Merge pull request #2232 from SinTwo/scheduler
510 scheduler
2016-08-08 10:36:36 +01:00
Kelenius
93d07036ef Rewrites xenoarch
See changelog
2016-08-07 08:26:26 +03:00
Eearslya
85c3e22873 Polaris sync 2016-08-06 20:34:44 -07:00
Yoshax
82722ba42f Revert "Frame Cleanup" 2016-08-06 00:27:03 +01:00
Yoshax
afa7878abb Merge pull request #2263 from SinTwo/frame_cleanup
Frame Cleanup
2016-08-05 21:14:35 +01:00
SinTwo
279cbdfafe more icon fixes 2016-08-03 14:10:29 -04:00
SinTwo
07b4eb2d95 final fixes, tweaks, and cleanups 2016-08-03 14:09:12 -04:00
SinTwo
4f7ea573c1 world time fix 2016-07-30 03:19:47 -04:00
SinTwo
66c3a007a9 frame cleanup fixes 2016-07-23 23:45:24 -04:00
SinTwo
976847a0b4 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into item_state
Conflicts:
	code/modules/clothing/head/jobs.dm
	icons/mob/items/lefthand.dmi
	icons/mob/items/righthand.dmi
	icons/mob/suit.dmi
	icons/mob/uniform.dmi
	icons/obj/items.dmi
2016-07-13 17:07:52 -04:00
SinTwo
7192bf08fd item_state cleanup 2016-07-11 22:31:32 -04:00
Yoshax
946f0a1d1b Adjusts FBP and prosthetic limb producing costs 2016-07-10 04:37:00 +01:00
Arokha Sieyes
878cf928f8 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into sync
# Conflicts:
#	.travis.yml
#	vorestation.dme
2016-06-13 13:12:40 -04:00
Yoshax
73bccabfbb Makes everything produced in Robotics 25% cheaper to produce 2016-06-11 16:28:32 +01:00
Arokha Sieyes
309761f051 Mech tracking beacon
Was unbuildable for some reason. How'd it lose the ID? And why was it all by itself in some random path and category.
2016-06-10 00:27:49 -04:00
Arokha Sieyes
eb6f979fc0 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-sync
# Conflicts:
#	vorestation.dme
2016-06-07 18:37:47 -04:00
Anewbe
3fec6418dc Eyes and cells don't require research 2016-06-06 19:47:54 -05:00
Anewbe
a7deb7e6aa Removes the science requirements from creating prosthetic torsos and heads 2016-06-05 22:16:50 -05:00
Spades
bd2dcfe956 Compile error fix. 2016-06-03 23:27:10 -04:00
Spades
aa2c74aef5 Replaced mobs with vore versions. 2016-06-03 22:57:51 -04:00