-Removed the toxicity of gurgled items. (Planning to make them affect the user's examine flavor when equipped though.)
-Removed the silly animation on mess overlay. (possible remake later with extra flavors etc)
-Fixed sleeperbellies not suppressing injury emotes and deathmessages during digestion.
-Ruled out the possibility of the sleeperbellies breaking over defined "patient" going "missing".
-Fixes prey not hearing gurgles from inside the gut.
-Prey now gets it privately in full glory.
-Tweaked the miniscule vore sound falloff that made things barely audible at all. People not in the immediately adjacent tiles may hear some faint noises if they listen intently enough, but that feels like a less of a problem compared to the stuff being barely hearable on ground zero tile.
-Fixes hunger noises.
-Hunger noises now scale gradually from 0 to 100% vol in the span of 250 to 0 nutrition.
-Fixes attack anims messing up pixel offsets on our big voremobs and dogborgs.
-Removes prey size multiplier from mob vore "fullness" that would prevent 1-seater mobs from touching any even slightly taller than average chars. They already have a max size blocker in the will_eat thing.
-Makes bellies hide prey deathmessages again.
-Fixes security oties not changing to hold mode for human arrests.(I swear I had fixed this thing before???)
* 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
Fixes auto blindness and no click on 510 servers, lessens the lag of
mesons and material scanners, and I suspect the general speed as well.
I only made it work for Polaris (and by extention, to our server, Eros),
and adapted it a bit.
Ported from:
7c2cc890ab
Calls the final HUD update later (higher, in mob/death) since stat was not yet DEAD (2) when it was called before.
Also makes all mobs update the HUDs all life() ticks, so people who have ghosted and left a body have correct HUD readings. If this affects performance, sorry? ... It really shouldn't. Only carbons should have real HUDs to update. The rest are tiny little procs.
First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
- Removed the obnoxious message blue and red colors which was shown when hydroponics trays were overran by weeds. The message is now blue and has a dot at the end, instead of an exclamation point.
- Made '/obj/effect/debugging/marker' immovable. It was silly that it reacted to air movement.
- Standardized mapping.dm
- Removed the round-end condition of "Everyone is dead! Resetting in 30 seconds!"
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4415 316c924e-a436-60f5-8080-3fe189b3f50e
-Almost every instance of 'for(mob in world)' has been killed. Because GODDAMN was it being run a bunch. Instead, a series of global lists have been made, and they are all handled auto-magically through New()'s, Del()'s, Login()'s, death()'s, etc...
Lists are as follows:
-mob_list : Contains all atom/mobs by ref
-player_list : Like mob_list, but only contains mobs with clients attached
-admin_list : Like player_list, but holds all mobs with clients attached and admin status
-living_mob_list : Contains all mobs that ARE alive, regardless of client status
-dead_mob_list : Contains all mobs that are dead, which comes down to corpses and ghosts
-cable_list : A list containing every obj/structure/cable in existence
Note: There is an object (/obj/item/debuglist) that you can use to check the contents of each of the lists except for cables (Since getting a message saying "a cable," x9001 isn't very helpful)
These lists have been tested as much as I could on my own, and have been mostly implemented. There are still places where they could be used, but for now it's important that the core is working. If this all checks out I would really like to implement it into the MC as well, simply so it doesn't check call Life() on every mob by checking for all the ones in world every damn tick.
Just testing locally I was able to notice improvements with certain aspects, like admin verbs being MUCH more responsive (They checked for every mob in the world every time they were clicked), many sources of needless lag were cut out (Like Adminwho and Who checking every single mob when clicked), and due to the cable_list powernet rebuilding is MUCH more efficient, because instead of checking for every cable in the world every time a powernet was broken (read: A cable was deleted), it runs though the pre-made list, and even with a singulo tearing all the way across the station, the powernet load was VERY small compared to pretty much everything else.
If you want to know how any of this works, check global_lists.dm, there I have it rigorously commented, and it should provide an understanding of what's going on.
Mob related in worlds before this commit: 1262
After: 4
I'm helping
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4179 316c924e-a436-60f5-8080-3fe189b3f50e
-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
Projectiles now last 50 ticks then dissipate.
- This is to prevent people from firing these into space causing large amounts of projectiles to be processed needlessly.
Re-coded the cremator's cremate(), it should not lock up any more.
Removed a duplicate attackby() in pill bottles. They should now be able to pick up all pills on a tile properly.
- Fixes Issue 490
- Thanks to Zelacks for pointing this out.
Handcuffed mobs who are being dragged by another player can now move when the puller is stunned or paralysed.
Ashes are now decal/cleanable and can be mopped up by janitors
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4103 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed deaths at the end of nuke rounds, optimised the code a little
gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns
generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.
Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have
.giverutimelog . This allows them to grant a specific client access to the
server's runtime logs. (they can grant themself access this way too). NOTE:
runtime logs can be used to meta, only grant access to coders or people you
trust. It may also be wise to ensure they do not play in the current round.
Introducing .getserverlog . It allows any admin above moderator to access ANY
archived server/attack logs. Should mkae processing forum ban requests a lot
easier since all admins with ban capabilities now have access.
getruntimelog renamed to .getruntimelog . File-request spam prevention increased
to 60seconds to discourage access serverlogs too much! They can reach sizes of
4Mb sometimes so please be responsible with them admins.
runtime logs should now be saved to /data/logs/runtime/ (you may have to create
this folder yourself)
ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff
text from the logs.
Revision: r3509
Author: elly1...@rocketmail.com
Fixed deaths at the end of nuke rounds, optimised the code a little
gib() is now hgib() (ie it's specific to humans). gibs.dm() now only spawns generic gibs that could be from any mob.
Likewise for dust.
Awaiting generic dust() and gib() animations.
Fixed (hopefully, depends if firewalls block this method) getruntimelog.
GameMasters no longer have the getruntimelog verb. Instead they have .giverutimelog . This allows them to grant a specific client access to the server's runtime logs. (they can grant themself access this way too). NOTE: runtime logs can be used to meta, only grant access to coders or people you trust. It may also be wise to ensure they do not play in the current round.
Introducing .getserverlog . It allows any admin above moderator to access ANY archived server/attack logs. Should mkae processing forum ban requests a lot easier since all admins with ban capabilities now have access.
getruntimelog renamed to .getruntimelog . File-request spam prevention increased to 60seconds to discourage access serverlogs too much! They can reach sizes of 4Mb sometimes so please be responsible with them admins.
runtime logs should now be saved to /data/logs/runtime/ (you may have to create this folder yourself)
ummm... fixed gibs appearing below shuttle turfs. Trimmed some uneeded fluff text from the logs.
PHEW
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3509 316c924e-a436-60f5-8080-3fe189b3f50e