Commit Graph

3241 Commits

Author SHA1 Message Date
Chinsky
cca2c997df Merge branch 'master' into dev 2014-03-08 12:02:32 +04:00
Ccomp5950
c066232ab3 Merge branch 'master' of github.com:Baystation12/Baystation12 into dev 2014-03-04 18:29:03 -06:00
Vetinari
1d62ceddaa Merged Upstream
This is a big one.
2014-03-04 22:19:09 +11:00
Ccomp5950
aa9141fb75 NanoUI Optimizations.
We won't regenerate the list for Manifests every tick while viewing the manifest, instead we have a global variable for it PDA_Manifest that we Cut() if there is a change to the manifest then when the next player goes to view the manifest on their PDA it will recreate the list that one time.

Some sections of the PDA will no longer auto-refresh every tick because...well that's dumb.

Modes that will no longer autoupdate at all:  Viewing medical/sec records, viewing notes (will update when you change them of course), and the station alert menu.
Modes that will only autoupdate every 5 ticks:  APC list (Because it's a huge fuck off list), the manifest, mulebots and secbots screens, supply requests/orders, and janitor supply locator)

Some other things that I just can't remember right now.
2014-03-03 22:50:24 -06:00
Jeremy Liberman
c5261a2796 Wearing masks or straight jackets blocks chewing on your wrists 2014-03-03 20:24:09 -06:00
Jeremy Liberman
4025ccbee5 Fractures and severed limbs cause cuffs to fall off. Deranged spessmen can chew their own wrists to break free. 2014-03-01 22:56:47 -06:00
Ccomp5950
5c482f1c8c Merge pull request #4494 from yashaldie/master
Fixed Borg toggling broadcast mode
2014-03-01 11:07:41 -06:00
Ccomp5950
77767db800 Merge pull request #4487 from zekesulastin/laser-scalpel
Laser Scalpels Ver. 1
2014-03-01 10:55:18 -06:00
DJSnapshot
4492648491 server crash fix based off of https://github.com/tgstation/-tg-station/pull/2943/files 2014-02-28 17:38:58 -08:00
yashaldie
3d7b7a937c Missed some codes...
Forgot to add some code from a past bug fix i did on my end.
2014-02-28 05:42:42 -05:00
yashaldie
a0bb14f76e borg radio fix 2014-02-28 04:58:49 -05:00
Ccomp5950
9c2e3ef84a Merge pull request #4483 from Loganbacca/chemsmoke
Chemsmoke tweaks and bug fixes
2014-02-27 03:42:51 -06:00
Loganbacca
ac8f5451e8 Chemgrenade fix
- If check to handle grenades detonating in a mobs hand correctly.
2014-02-27 14:09:47 +13:00
Ccomp5950
39383c331a Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 into dev 2014-02-26 09:38:40 -06:00
Ccomp5950
c56ec21ee3 Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
Conflicts:
	code/modules/reagents/Chemistry-Reagents.dm
2014-02-26 09:34:38 -06:00
Loganbacca
53b338060c Chemsmoke tweaks and bug fixes
- Renamed the variable for the smoke density mechanic to density. Also clamped it to a minimum of 1 so it cant multiply reagents.
- Added some checks so the chemsmoke effect doesn't run if it's in nullspace.
- Removed an unnecessary distance calculation.
- Added a null turf check to prevent runtimes if a really big smoke grenade goes off at the edge of the map.
- Added a check so the reagent copy code doesn't run if there's no reagents to run it on.
2014-02-27 00:59:01 +13:00
Mloc-Argent
f5ab084eac Fixes admin attack logs to show up in-game as well as in the logfiles.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-02-25 20:36:46 +00:00
ZekeSulastin
72eba68bd8 Added laser scalpel items 2014-02-25 15:09:46 -05:00
Ccomp5950
3ab7e8438a Runtime fix: Sparks trying to delete that which does not exist.
runtime error: Cannot execute null.delete().
proc name: start (/datum/effect/effect/system/spark_spread/start)
  source file: effect_system.dm,204
  usr: Mark Hoover (/mob/living/carbon/human)
  src: /datum/effect/effect/system/sp... (/datum/effect/effect/system/spark_spread)
  call stack:
/datum/effect/effect/system/sp... (/datum/effect/effect/system/spark_spread): start()
runtime error: Cannot execute null.delete().
proc name: start (/datum/effect/effect/system/spark_spread/start)
  source file: effect_system.dm,204
  usr: Mark Hoover (/mob/living/carbon/human)
  src: /datum/effect/effect/system/sp... (/datum/effect/effect/system/spark_spread)
  call stack:
/datum/effect/effect/system/sp... (/datum/effect/effect/system/spark_spread): start()
2014-02-25 00:28:00 -06:00
Chinsky
0ba65efd18 Merge pull request #4477 from Ccomp5950/runtimefixes
Runtimefixes
2014-02-25 06:01:59 +04:00
Aryn
ca7d4026b8 Lighting system is too buggy to continue until I know wtf is going on 2014-02-24 05:58:09 -07:00
Ccomp5950
0bcd89360a Runtime fix: I have no UI, and I must close it.
runtime error: Cannot execute null.close().
proc name: Topic (/obj/item/device/pda/Topic)
  source file: PDA.dm,485
  usr: Garry Myers (/mob/living/carbon/human)
  src: PDA-Garry Myers (Station Engin... (/obj/item/device/pda/engineering)
  call stack:
PDA-Garry Myers (Station Engin... (/obj/item/device/pda/engineering): Topic("src=\[0x2003e95];choice=Messag...", /list (/list))
NeroHarry (/client): Topic("src=\[0x2003e95];choice=Messag...", /list (/list), PDA-Garry Myers (Station Engin... (/obj/item/device/pda/engineering))
NeroHarry (/client): Topic("src=\[0x2003e95];choice=Messag...", /list (/list), PDA-Garry Myers (Station Engin... (/obj/item/device/pda/engineering))
2014-02-24 00:51:57 -06:00
Ccomp5950
1eb66f1f78 Runtime fix blood_DNA length checks when it's possibly null.
runtime error: Cannot read null.len
proc name: attack self (/obj/item/weapon/melee/telebaton/attack_self)
  source file: swords_axes_etc.dm,156
2014-02-24 00:47:55 -06:00
suethecake
32de00eed8 Fix to cloned gun issue - now your holster is located on your tactical armor. 2014-02-22 21:50:21 -06:00
Vetinari
cb1c247767 Updates
Medicine Cabinet(s), Acute Doors
2014-02-22 19:26:42 +11:00
Segrain
05c82c970b Tiny fix. 2014-02-22 06:56:51 +03:00
Segrain
2b9842c113 Smallfix. 2014-02-22 06:56:12 +03:00
Segrain
ef3b565f64 Fix for #4458. 2014-02-22 06:53:37 +03:00
Loganbacca
864e097e91 Chemsmoke rewrite
- Complete rewrite of the chemsmoke spawning code (everything that happens after the reaction to create the smoke).
- Moved it into it's own file since it's a little longer than the old one code-wise.
- Tweaked the smoke sprites; gave chemsmoke directions for more randomization, and tweaked the timing of their animations so they are smooth now.

Most of the code is documented, so you should be able to follow what's going on just reading through it. In short though:
- Chemsmoke now affects a circular area with a variable range depending on the total amount of chemsmoke created (no more 1-of-each-ingredient smoke grenades - sorry).
- The carried reagent volume in the cloud balances itself according to how big the affected area is (larger area, less carried reagent per turf).
- The carried reagent has more volume the closer you are to the centre of the cloud.
- The visual smoke effect scales with how big the affected area is.
2014-02-22 00:47:08 +13:00
Vetinari
28b84ce8b8 Merge remote-tracking branch 'upstream/dev' into dev 2014-02-21 20:01:33 +11:00
Vetinari
db76f164fe Revert "derp"
This reverts commit 77072625dd.
2014-02-21 18:17:15 +11:00
Vetinari
77072625dd derp 2014-02-21 18:17:09 +11:00
Ccomp5950
b6eacfe385 Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 into dev
Conflicts:
	code/modules/admin/verbs/mapping.dm
2014-02-20 19:23:16 -06:00
Ccomp5950
63a0f1185e Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
Conflicts:
	code/ATMOSPHERICS/pipes.dm
	code/game/dna/genes/powers.dm
	code/game/objects/items/devices/PDA/PDA.dm
2014-02-20 19:16:23 -06:00
Loganbacca
da3d82c1de Closet fixes
- Fixed a few closets not adding items to their contents at round start (wardrobes have the same issue, but I've already fixed them on master)
2014-02-20 17:54:27 +13:00
Aryn
a2d992ef5c Fixed inexplicable reversions. 2014-02-19 17:11:09 -07:00
Chinsky
225b195934 Merge pull request #4454 from Loganbacca/bayfix
Various fixes
2014-02-19 04:25:17 +04:00
Loganbacca
b8b1bd82a4 Wardrobe fix
Fixes #4447

- Added a parent call to each wardrobe subtypes New() proc.
Wardrobes weren't calling obj/structure/closet/New(), so weren't adding items in the same location to their contents when first created.

- Removed wardrobe/New() proc.
So all subtypes don't inherit an extra set of blue uniforms and brown shoes. Only one wardrobe on the map is of this type, and it's on the derelict, so didn't think it was worth making a map change.
2014-02-18 11:12:27 +13:00
Joey Haas
296e839f03 Fixed issue #4439 (Detomax ignores status of messaging server) 2014-02-17 00:18:28 +01:00
Ccomp5950
a7ae5d9a6d Merge pull request #4432 from RKF45/pdabomb
Quick fix for PDAs
2014-02-16 12:53:57 -06:00
Vetinari
1ab6ff320c medical manual
Added medical manual (wiki guide), cmo notes on desk & fixed some radios
2014-02-16 02:29:20 +11:00
Loganbacca
31c24df5e8 Chem grenade fix
- Restored "steam" code to chem grenades to handle grenades that don't have any reagents in them that react i.e. water grenades. (I removed it thinking it was only in there for handling foam reagents, but it seems it has more uses.)
This splashes the surrounding area in whatever reagents were leftover in the grenade after all reactions have occurred.
2014-02-15 23:30:56 +13:00
RKF45
d213d8cb80 Quick fix for PDAs 2014-02-15 02:07:21 +01:00
DJSnapshot
2a28269363 Merge pull request #4398 from RKF45/pdabomb
PDA bombs are now more balanced and random.
2014-02-14 16:40:26 -08:00
Chinsky
499e364971 Merge pull request #4416 from Loganbacca/foam
Chem grenade fixes
2014-02-14 01:35:27 +04:00
Ccomp5950
4f3c404455 People in lobby won't see PDA messages. 2014-02-13 13:03:13 -06:00
Loganbacca
02810f7e89 Chem grenade fixes
Fixes #3986

- Foam reagent inheritance fixed:
The trans_to() proc in Chemistry-Holder.dm was calling handle_reactions() every time it would add and remove reagents with add_reagent() and remove_reagent(). I've added a safety flag to both of these procs (and copy_to()) so that trans_to will not call handle_reactions() until it has added all the reagents to the target container. This allows foam to reliably take on the properties of other leftover reagents.

- Fixed a bug in effect_system.dm that wasn't applying reagents from foam to the environment.

- Tweaked smoke to apply reagent effects after it has stopped moving
This was causing huge reagent spam at the center of the smoke cloud as it was spawning, since they were being applied every time the cloud of smoke moved. Also changed it to apply the effects 2-3 times at longer intervals (2 seconds).

- Smoke also only effects tiles in a 3x3 grid now, rather than 5x5.

- Summary:
Chem smoke does slightly less damage (if it contains damaging reagents)
Chem smoke proc calls reduced by 60-70% (significant lag reduction)
Foam works properly again
Foam proc calls reduced by 70-80%
2014-02-13 00:15:02 +13:00
Mloc
09bdc9492a Merge pull request #4410 from Ccomp5950/dna2-cherrypick
DNA2 Cherry-pick (Dev -> Master)
2014-02-12 09:54:13 +00:00
Ccomp5950
942ce6ebc7 Merge branch 'master' of github.com:Baystation12/Baystation12 into dev 2014-02-11 18:07:19 -06:00
Ccomp5950
8ae8949b10 NanoUI PDA - Decreasing initial size of the screen.
Gonna miss my XBOX-LARGE pda screen.
2014-02-11 00:56:42 -06:00