Commit Graph

306 Commits

Author SHA1 Message Date
MarinaGryphon
72318d46b6 Replaces most of the gender macros. (#4681)
* Fixes #4632.

* 1:27 am coding best coding

* fixes a warning

* Removes the last of the gender macros. Gender is dead.

* gender II: the travis-ing

* linebreaks are dead too.

* oops i accidentally the gender, also ambiguous gender is now taken into account for get_visible_gender
2018-02-03 14:40:09 -06:00
Arokha Sieyes
f2fef6f410 Planes Framework (#4545)
* Polaris initial plane upstream merge

* POLARIS: Fix RIG visors with new plane system, and material scanner VIS_FULLBRIGHT

* POLARIS: Fix GetFlatIcon so that cameras and id pictures don't show the HUD overlays.

* POLARIS: Adds a 'alter values' proc for plane master ease of tweaking

Setting stuff like colorblindness variety and things.

* Remove NIF reference, fix lighting layer define

* Handle effects above lighting plane

* Moved all layer defines to planes+layers.dm
* Fixed overlays that are supposed to be above lighting to use the PLANE_LIGHTING_ABOVE

* Merge: 3000% human/update_icons() speed improvement

* Merge: Avoid ghosts pointing at things
2018-01-17 13:45:54 -06:00
Neerti
01aaccf893 Finishes UFO PoI 2017-11-26 15:10:25 -05:00
Anewbe
62d76cba30 Merge pull request #4318 from Mechoid/Mechoid_Has_The_Keys_And_A_Brick_On_The_Pedal
Adds more Spiders. Touches cuff-code tangentially.
2017-11-22 01:13:04 -06:00
Mechoid
d5404ae0eb Adds More Spiders. Touches cuff-code tangentially. 2017-11-21 12:59:06 -08:00
Neerti
9db34eae86 Adds Hunting Rounds
Adds a system for projectiles to inflict additional damage on specific kinds of simple animals.
Adds special bullets for certain rifles which are very effective against 'animal' SAs such as giant spiders, bears, carp, and such. The bullets do less damage to other targets such as humanoids.
Replaces the southern cross gun locker regular ammo with hunting ammo.
2017-11-19 23:59:17 -05:00
Mechoid
48d8375cac Incendiary >= 2 projectile fixes. (#4127)
* A whole load of things.

* Fixes the SM Rod's travel distance.

* Flame it again, Tony. Fixes flamefuel spawning on rock-wall turf.
2017-10-22 00:26:33 -05:00
Neerti
9c0ac5ec2a Merge branch 'master' of https://github.com/PolarisSS13/Polaris into 10/20/2017_syndie_borgs_are_back 2017-10-20 13:26:06 -04:00
Neerti
1aff3fc8c0 Syndicate Borgs II, Return of the Salt
Adds an option in mercenary uplinks to purchase three different 'classes' of drones.
See PR for more details.
2017-10-20 13:01:45 -04:00
Mechoid
920e823a46 Fuel-Rod Gun, Minor fixes related. (#4103)
* A whole load of things.

* Fixes the SM Rod's travel distance.
2017-10-19 15:07:52 -05:00
Neerti
0a3d85647a Merge pull request #4011 from Anewbe/railgun
Ports Bay's railguns, and assorted gun sprites
2017-10-14 01:43:45 -04:00
Mechoid
56ec5ec94c Adds three flame-themed illegal Mech weapons and more. (#4058)
* Adds three flame-themed illegal Mech weapons. Allows anything using apply_effects to be incendiary and ignite/apply firestacks. Also absolute-paths the spilled fuel effects.

* Removes world << because I'm a good coder honest.

* Why does Git do this for no reason.
2017-10-13 23:32:52 -05:00
Anewbe
a248a4a4a1 Ports Bay's railguns, and assorted gun sprites 2017-10-02 17:29:24 -05:00
Anewbe
42e8bb6284 Merge pull request #3767 from Neerti/8/10/2017_make_xenobio_old_again
Make Xenobiology Old(ish) Again
2017-09-10 17:12:38 -04:00
Mechoid
98af877b21 Xenomorph Tweaks/Buffs. 2017-09-06 13:37:43 -07:00
Neerti
5c8140ee0b Removes some world << output, fixes a few bugs. 2017-09-05 22:52:46 -04:00
Neerti
4bfcec55f2 work 2017-09-04 21:52:47 -04:00
Anewbe
71ea1b2b3a Adjusts egun stun amount 2017-07-23 17:36:58 -05:00
Spades
2e776ac645 Changes 5.56mm to 5.45mm, now 20% less stupid
The same as https://github.com/PolarisSS13/Polaris/pull/3612 except this
time I'm not a dumbass and accidentally overwriting other changes
because the Github client decided not to sync with Polaris.
2017-07-19 14:24:50 -04:00
Cameron653
e158fcd3cc Macro Replacements. (#3574)
* A preface to my madness

Travis failed one of my PR's because I copied old code
that used /red /blue /green.

Because of this, I am going to find and replace every
instance of it that I find.

Also this is a test commit to make sure I'm comitting
to the correct branch.

* /blue /green /red replacements

Dear god.

A slow and painful death from acid is more fun than this.

I wouldn't wish this torture on my worst enemy.
And this is only the beginning

* Replace part 2.

Time to fix the human error.

* Fixes mismatches

* Sets macro count to 220

One above the current number of macros in the code.

* Fixes last of the mismatches.

* Removes spaces, replaces \black

Removes spaces
Replaces \black in a few areas where seen
Replaces \bold with <B> </B> where seen

* Updating macro count again

* More fixes!

* Issues fixed! For real this time!

I swear!

* Fixing all the merge conflict files.
2017-07-19 12:47:23 -05:00
MagmaRam
2a42f9ef55 Merge pull request #3405 from Anewbe/bullet_swap
Makes the 556 and 762 calibers more appropriate to their naming
2017-05-21 13:17:58 -05:00
Anewbe
42fe5d9ed6 Merge pull request #3412 from VOREStation/pool-closed
Removes the datum pool, as it is not performant.
2017-05-08 17:21:24 -05:00
Leshana
44ff1a70c6 Removes the datum pool, as it is not performant.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
2017-05-04 01:58:33 -04:00
Datraen
3d442044d1 Adds Gene Targetting mode to Floral Somatoray
While I was rooting around in hydroponics code, I saw that a list was being regenerated with UI interaction, so I threw the list into the plant controller.

No proper sprites for the Floral Somatoray's new mode yet, but it uses the gun sprite from mutate mode, and the projectile sprite from yield mode.
2017-05-03 13:33:58 +01:00
Anewbe
0aa55af823 Typo fix 2017-05-01 22:43:59 -05:00
Anewbe
58b9c63ec2 Makes the 556 and 762 calibers more appropriate to their naming 2017-05-01 20:25:43 -05:00
Neerti
ea6128f986 Adds Modifier System, Changes Some Ling Stuff
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc.  The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
2017-04-18 21:23:59 -04:00
Anewbe
bfb3871ec3 Adds hollowpoint rounds, for bears and such 2017-04-03 18:27:19 -05:00
Anewbe
19710d9bd8 Reworks empulse and emp_act 2017-03-05 12:22:45 -06:00
Anewbe
d1e7c37a8c Tasers can hurt simple mobs 2017-02-23 18:24:13 -06:00
Anewbe
1973a5193a Fixes some things with Vox 2017-01-28 16:03:12 -06:00
Anewbe
6816af4485 More toys kikiki 2017-01-25 22:20:52 -06:00
Anewbe
27ea27964e Adds and tweaks Vox toys 2017-01-19 21:28:51 -06:00
Anewbe
c2ac804dc0 Implements the vacuum traversal part of the plasmastun 2017-01-15 17:42:05 -06:00
Anewbe
3066d280ec Adds Neerti's proposal to the plasmastun thing 2017-01-13 16:18:05 -06:00
Anewbe
706eb0f265 Mostly ports Bay's plasma pulse stunner 2017-01-11 21:27:41 -06:00
Neerti
42807003f5 Makes halloss amount scale based on flash_strength 2017-01-05 02:30:52 -05:00
Neerti
a31e65782c Make Flashes Great Again
Hand-held flashes now do 30 halloss per flash, if the person lacks flash protection.
Hand-held flashes now can be used 10 times per minute instead of five, due to needing ~4 flashes to down someone.
Flash rounds do 20 halloss if the mob hit lacks flash protection.
2017-01-04 21:45:12 -05:00
Anewbe
be4aa63263 AP bullets 2016-11-15 19:50:28 -06:00
Anewbe
5bfc0c851e Changes the way embedding works 2016-10-11 21:29:49 -05:00
Anewbe
e65b0851f3 Adds emp shotgun shells, not yet obtainable. 2016-09-25 23:52:30 -05:00
MagmaRam
c73bfe021f 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.
2016-09-18 10:47:03 -05:00
MagmaRam
22adc0411a 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.
2016-09-17 23:14:41 -05:00
Anewbe
bbb11cfb6e Tweaks burst laser 2016-09-17 15:23:28 -05:00
Anewbe
ef0b965c63 Lasercannon tweaks 2016-09-15 16:24:06 -05:00
Yoshax
98d08cbc56 Makes flash rounds respect eye protection 2016-09-12 19:10:07 +01:00
Yoshax
2d62544496 Projectile flash rounds will now do the same as a flash when hitting a target 2016-08-31 01:58:50 +01:00
Neerti
6c071290c8 Merge pull request #1983 from Anewbe/ninja_cloak+dart
Fixes some Ninja stuff
2016-06-27 01:25:47 -04:00
Datraen
c391a58ab2 Merge pull request #1909 from Yoshax/heavyguns
Heavy weapons changes
2016-06-27 00:09:18 -04:00
Anewbe
17e211e200 Fixes some Ninja stuff 2016-06-26 18:20:35 -05:00