Commit Graph

295 Commits

Author SHA1 Message Date
Albert Iordache
cfabe7be97 Re-added deletion logging 2012-07-23 10:31:14 +03:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
giacomand@gmail.com
82886383e3 -Fixed issue 673, it will delete the glass if none remains.
-Added issue 672 's enhancement request. Disposal systems should leave fingerprints and transfer prints when building/deconstructing.
-You can put the Light Replacer on your belt.
-Gave the Light Replacer FPRINT and CONDUCT flags.
-Gave the Light Replacer origin tech.
-The Science department can now research the Light Replacer and build it. You need a required tech of "magnets = 3" and "materials = 4" with a material construction cost of 1500 metal, 150 silver and 3000 glass.
-Fixed a bug where you cannot place more than one object into a turned-off disposal unit.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4127 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-20 16:08:05 +00:00
johnsonmt88@gmail.com
d6c2550d40 Updated some paths that were no longer valid. Fixes Issue 669.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4120 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-19 20:28:01 +00:00
Albert Iordache
4b350214a9 Fixed two runtimes errors (AI eye and artifacts) 2012-07-15 12:50:27 +03:00
Albert Iordache
dd6c41ade1 Merge branch 'master' of github.com:Baystation12/Baystation12
Conflicts:
	code/modules/research/xenoarchaeology/artifact_effect.dm
2012-07-13 20:58:48 +03:00
Albert Iordache
dda09390ac Merging pull request from caelaislinn-master 2012-07-13 20:54:22 +03:00
Albert Iordache
05851aa0e4 Quick fix to avoid artifact runtime error spam 2012-07-12 15:57:53 +03:00
Albert Iordache
1faea6c508 Removed the artifact stun effect 2012-07-10 09:37:59 +03:00
caelaislinn
4100df644d crystals shouldn't spam as much
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-07-08 20:23:07 +10:00
caelaislinn
cf7dd519e5 archaeo item updates/additions, map fixes, fix for ore box icon
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-07-07 09:00:37 +10:00
sieve32@gmail.com
916bb8e617 Fix for the RnD consoles/servers become Ramp'D Machines, for some reason it appeared that the instances on the map were being automagically sanitized, but making them instances in the code seems to have fixed it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4001 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-06 12:15:29 +00:00
caelaislinn
613c9457ed shielding circuitboards should be buildable now
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-07-06 11:17:58 +10:00
caelaislinn
6d51e57702 artifact files moved to new folder to avoid clutter, mining north outpost repurposed as research outpost, shuttle dock added to research wing (both shuttle dock and outpost require standard research access), modified layout of the anomaly lab slightly 2012-07-05 23:47:35 +10:00
caelaislinn
564390774f fix for "Energy radiating from the /datum/artifact_effect"
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-25 22:49:47 +10:00
caelaislinn
7bd5beeb17 anomlies now have an activated and non-activated sprite
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-25 09:26:50 +10:00
caelaislinn
00493873c0 artifacts have a disable message
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-25 09:03:39 +10:00
caelaislinn
f131543fb7 fix for never closing bug
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-25 08:55:28 +10:00
caelaislinn
beb863020b more tweaks and fixes
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-25 08:50:03 +10:00
caelaislinn
ddda9f2ce3 fixes and tweaks for the harvester
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-25 08:35:19 +10:00
caelaislinn
137e15ef62 this should fix the power harvester bug
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-25 07:59:08 +10:00
Albert Iordache
156f1349c2 Fixed compilation error and moved acid_act() 2012-06-24 19:13:51 +03:00
caelaislinn
a240dc71ba added acid_act() proc, works similarly to proc on luna code, fixed some anomaly bugs
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-25 01:48:55 +10:00
caelaislinn
2237e3f658 talking crystal can be heard with ghost ears
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-24 19:58:21 +10:00
caelaislinn
37e76d7436 artifact machinery now uses power
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-24 11:57:32 +10:00
caelaislinn
639c00fb66 fix for "the floor emits a pulse of energy"
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-24 11:45:51 +10:00
SkyMarshal
62c3d1d11d De-retarded wound system. 2012-06-23 16:35:58 -07:00
elly1989@rocketmail.com
48088b79d9 ugh...this was horrible. I'm really sorry if I fucked anything up, I was literally going braindead towards the end.
Replaced every l_hand = and r_hand = and all that if(hand) crap to use standardised procs. This means we can use procs like Dropped() reliably as they will always be called when things are dropped.

Thorough documentation to come. But generally, if you want a mob's icons to update after deleting something in the inventory...use drop_from_inventory(the_thing_you_wanna_drop) just before deleting it. If you wanna put something in a mob's hands use put_in_hands() (or one of the variants). It'll try putting it in active hand first, then inactive, then the floor. They handle layers, overlays, screenlocs calling various procs such as dropped() etc for you. Easy

mob.equipped() is now mob.get_active_hand() because there was another totally unrelated proc named equipped() and stuff was confusing.

Weakening was made instantaneous.

Minor optimisations for human/handle_regular_status_updates(). I'll port these changes over to the other mobs next. Basically it should stop it constantly incrementing every status effect even after death.

umm... bunch of overlays related fixes... I think that's everything. :/

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3900 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-23 21:24:45 +00:00
Erthilo
4f4ebd809d TG: Comitting for Giacom.
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.
Revision: r3777
Author: 	 petethegoat
2012-06-23 16:42:37 +01:00
Erthilo
13aa7558a6 TG: Fixes a pesky compile error in my last commit.
Revision: r3756
Author: 	 vageyenaman
2012-06-23 15:10:49 +01:00
caelaislinn
97f8bcffff prevent an artifact from being analysed and harvested at the same time
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 16:51:51 +10:00
caelaislinn
c282fbe866 correctly choose random dir on rebound
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 16:24:37 +10:00
caelaislinn
0b38e9f13c crystal / beam collision tweaks
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 15:24:25 +10:00
caelaislinn
fda643647a removed New() debug message
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 15:19:55 +10:00
caelaislinn
b7e22da1d5 more artifact tweaks
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 15:18:26 +10:00
caelaislinn
66769fec4f arty tweaks
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 14:49:22 +10:00
caelaislinn
0e21ed125a artifacts can be harvested and reused in a portable emitter, restructured artifacts, artifact analyses should go a lot smoother and faster now, additional bugfixes in general, moves some icons around to hopefully fix some bugs, additional strange rock formations should spawn now, dbs should work now, reworked the anomaly lab, redacted
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-23 04:16:09 +10:00
Cael_Aislinn
81714b9b0b more arty tweaks
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-06-23 01:42:36 +10:00
Cael_Aislinn
952f240d4e fix for unable to find pad >.>
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-06-23 01:32:30 +10:00
Cael_Aislinn
835b1f2567 some more fixes
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-06-23 01:17:21 +10:00
Cael_Aislinn
6b61a58d2d fixes for (hopefully) some of the bugs that came up over the last few rounds
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-06-23 00:59:27 +10:00
caelaislinn
d5821ddb99 artifact tweaks, added artifact catalogue database to anom lab
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 16:31:43 +10:00
caelaislinn
b79d5253b0 gloves now prevent on-touch artifacts from activating, anomaly suits are pressure resistant, fixed door in anom lab
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 16:09:09 +10:00
caelaislinn
3210012cf9 slight artifact tweaks
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 14:31:15 +10:00
caelaislinn
c6ae41d7dc slight bugfixes
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 07:26:14 +10:00
caelaislinn
124a511de1 Merge branch 'master' of https://github.com/Baystation12/Baystation12 2012-06-22 07:16:43 +10:00
caelaislinn
854ca4c516 ported much of alfie's anomaly code from luna, cut down and bugfixed much of said code, added new findable artifacts, tweaked existing artifacts, added anomalous artifact analysis (more to come later, possibly)
Signed-off-by: caelaislinn <cael_aislinn@yahoo.com.au>
2012-06-22 07:02:56 +10:00
SkyMarshal
730461840f UltraLight optimizations, and moving of access levels into a defines. (Pre-processor stuff is fun) 2012-06-21 13:35:34 -07:00
Erthilo
edd6f3ad88 Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/game/machinery/doors/airlock.dm
	code/game/machinery/doors/door.dm
	code/game/objects/transfer_valve.dm
	code/game/turf.dm
	code/modules/clothing/gloves.dm
	maps/tgstation.2.0.8.dmm
2012-06-19 22:09:30 +01:00
Erthilo
ac30f5f2d3 TG: 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
Revision: r3751
Author: 	 petethegoat
2012-06-19 21:37:44 +01:00