- Added feedback gathering for radio, rc and pda message use. (Only the number of messages sent is recorded)
- Generalized the 'round_end' time feedback logging into a proc that now also handles the radio/pda/rc processing at round end. ( blackbox.round_end_data_gathering(), where blackbox is the blackbox recorder object. )
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3111 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a few red corner floor pieces to security
- Added a Del() proc to blackbox recorders which makes it so a new blackbox recorder gets made when the one is deleted and all the data is copied over, so no data is lost. Same applies when the new one gets deleted. The new blackbox is spawned on z-level 2, so at centcom on the coordinates X,Y,Z = 1,1,2
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3084 316c924e-a436-60f5-8080-3fe189b3f50e
4 new wires, completely randomised! (2nd bolt wire, 2 only-drop-bolts wires, and an AI alert wire that alerts an AI 20% of the time, when messed with)
Emags have a limited number of uses, between 3 and 7, and cost 5 TC
Hacktools are more useful than they were, and have a lower chance of alerting the AI
(This is unmapped ATM)
- Added Exosuit Nuclear Reactor
- Added Ripley construction steps sprites (courtesy of WJohnston)
- Exosuit Sleeper can now inject occupant with reagents taken from Syringe Gun
- Exosuit Cable Layer will now auto-dismantle floors
- Exosuit Heavy Lazer cooldown increased, Scattershot now fires medium calibre ammo (less damage)
- EMP now drains half of current exosuit cell charge, not half of maximum charge.
- Exosuit wreckage can be pulled
- Fixed several possible exosuit equipment runtimes
- Moved all mecha-related icons to icons/mecha
- Mecha equipment messages will show equipment icons in chat window
- Fixed mecha creation reports being sent at wrong construction step
- Played with changelog markup. For some reason javascript is extremely slow in byond browser, I'll look into it.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3057 316c924e-a436-60f5-8080-3fe189b3f50e
You can now access a hidden maintenance interface in all the telecomm machinery by using a Multitool on them.
You can now build telecommunication machines, albeit they require a substantial amount of research and materials to make. Added in a few new stock parts constructable in the R&D Protolathe.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2844 316c924e-a436-60f5-8080-3fe189b3f50e
Spess Networking Technology:
▪ The machines are located in Centcom near the cargo shuttle.
▪ A new admin debug verb "Change Radio Type". Using this will toggle between old (current) radio code and the new radio code. ADMINS: I recommend only doing this if Doohl (me) is around to take note of anything that happens.
▪ The whole thing works, in theory, but hasn't been stress-tested with the usual 60+ players. I will write up a Tgstation Wiki article and/or explain what some of the stuff does in IRC or ingame.
One last thing to point out: this is a PROTOTYPE. I have tested it myself and optimized the code very well. In theory, this new radio system is significantly less laggy AND has many more features. However, because of it's a prototype, it can at any time destroy the server. The reason I am committing this and not updating the changelog is because it's not an actual feature YET. I want to stress test this on the servers to see how it fairs, then add some more stuff to it like the ability to link machines and repair networks.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2807 316c924e-a436-60f5-8080-3fe189b3f50e
- atom.forceMove() proc. Ignores density and other Move() restrictions, but calls Exited() and Entered()
- var/emagged moved to /obj/machinery class
- anyprob() helper proc.
- Mecha internal damage vars encapsulated.
- Mech Fabricators now require robotics ID to operate. Emag removes this restriction.
- Added Odysseus Medical Exosuit and it's parts. Has integrated Medical Hud and ability to mount medical modules.
- Added Sleeper Medical module for medical exosuits. Similar to common sleepers, but no ability to inject reagents.
- Added Cable Layer module for exosuits. Load with cable (attack cable with it), activate, walk over dismantled floor.
- Added another exosuit internal damage type - short circuit. Short-circuited exosuits will drain powercell charge and power relay won't work.
- You should be able to send messages to exosuit operators using Exosuit Control Console
- Gygax armour and module capacity nerfed.
- Exosuit weapon recharge time raised.
- Bugfix: EMP actually drains exosuit cell and damages it
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2780 316c924e-a436-60f5-8080-3fe189b3f50e
This adds the contents of the details variable at the end of the variable, which is defined in the variable variable. You know this last line makes perfect sense.
It also adds a space between what is already in details and what you're adding.
in effect it's a
s += " content"
Added an autogibber. If you bump into it from the right end, it gibs you.
Added an exit into space at engineering, by the escape pod.
- External airlocks require engineering + external access
- pod airlocks don't require any access
Added an exit into space at the pod in security
- External airlocks require security + external access
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2698 316c924e-a436-60f5-8080-3fe189b3f50e
Changelings can now regen from death
Loyalty implants are now orderable from QM
Repair bot is now adminspawn only
Added the mech ion cannon, which is adminspawn for now
Tweaked highlander a bit
Updated the changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2499 316c924e-a436-60f5-8080-3fe189b3f50e
world.address is the local world address, which is in many cases your router. internet_address on the other hand is the IP you use to connect, which is what I want.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2468 316c924e-a436-60f5-8080-3fe189b3f50e
- Added teleporter datum. do_teleport proc is now just a wrapper for it.
- Added damage absorption to mechs.
- Added mecha step and turn sounds.
- Cleaned effects code a bit.
- Metal foam should now block air movement.
- Since sd_ lightning library chops areas into pieces, turrets now work with master area.
- Tried to optimize DesignHasReqs proc.
- Added plasma converter and laser cannon mecha equipment.
- Other cosmetic changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2463 316c924e-a436-60f5-8080-3fe189b3f50e
Use the global procs to gather feedback:
feedback_set(var_name, num)
feedback_inc(var_name, num)
feedback_dec(var_name, num)
feedback_set_details(var_name, text)
The values are saved to the database at the end of the round, if it ends properly.
Currently the following information is stored:
- Time when round starts
- Mode
- Time when round ends
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2450 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved some files from /icons to /html
- Added /datum/getrev which should get the server revision info from local svn files. Settings in /config/svndir.txt. Added new OOC verb "Show Server Revision"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2405 316c924e-a436-60f5-8080-3fe189b3f50e
◦ As a result of the previous change, a substantial overhaul of the order in which clothing and hairs are displayed has been put into effect. From what I've playtested, it works mostly fine. Keep an eye out for small little oddities, though.
◦ Masks and head wear have been given a new flag, BLOCKHAIR. If turned on, this flag will force to the hair to not display. Intended for space suits, rig helmets, etc.
◦ (Committed for Zudrag) Added in the circuit boards for clone pods and cloning scanners and making them produceable from the circuit imprinter.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2368 316c924e-a436-60f5-8080-3fe189b3f50e
- Moved byjax callback processing to JS part.
- Disabled exosuits verbs from showing when RMButtoning.
- Added radios to exosuits. Setting can be found in 'Electronics' menu.
- Exosuit maintenance can be initiated even if it's occupied. The pilot must permit maintenance through 'Permissions & Logging' - 'Permit maintenance protocols'. For combat exosuits it's disabled by default. While in maintenance mode, exosuit can't move or use equipment.
- Nerfed EMP effect on mechs.
- Fixed build_path for atmospheric monitor circuitboard design
- Bugfixing and bugmaking.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2343 316c924e-a436-60f5-8080-3fe189b3f50e
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work.
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.
Effects contains objects which are either landmarks, triggers, spawners or decal.
Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG
I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
The way feedback is gathered is that the three procs are placed in code where feedback is wanted, these in turn set variables in the blackbox (Yes, I could have done it in an out-of-world datum or object, but I just prefer having an actual physical object gather this stuff.) At the end of the round, all acquired data is saved to a database. I still need to get ahold of TLE to make the required tables and bugtest some things.
The saving proc exsists, but is not yet called due to the lack for a table to save to. The rest of it should work fine tho, so you can place the feedbac_set, _inc and _dec procs around code and see what they provide via view variables, it just won't save it to the database yet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2092 316c924e-a436-60f5-8080-3fe189b3f50e
Critters have been added and livestock removed
Xbow damage raised to 30 a shot
Centcom Survival Kit is once again a box
Sec uniforms moved into their own locker
After IRC talk
Guns that are created in the protolathe now spawn inside of a lockbox
They can be unlocked by an ID with Armory access or an Emag.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2045 316c924e-a436-60f5-8080-3fe189b3f50e
Laser Cannon:
After IRC talk cost went up by 2k diamonds and 1k glass
Heavy version removed as it was more or less the same as the normal
Cargo:
cancelorder commented out as it is broken and throws runtimes. I don't really have the time or will to dig though the code and fix it right now. If anyone else or the guy who added it wants to fix it be my guest.
runtime error: Cannot read "/datum/supply_order".object
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2009 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed some spelling and grammar errors.
Tweaked the cost of Large Energy Crossbow designs.
Fixed a bug where people would generate two manifest entries when they late-joined. Annoying as fuck.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1966 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player
Bugfix
People spawning on the starting screen on rev/cult should be fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e