Commit Graph

24573 Commits

Author SHA1 Message Date
MagmaRam
1774613cf2 Merge pull request #2827 from Anewbe/observe_timer
Fixes some incorrect times for respawn things.
2016-11-26 09:32:47 -06:00
Anewbe
ba371943be Merge pull request #2821 from ForFoxSake/soundsofthesynths
A Fix for Encoded Audio Language, and by Accident, Languages in General
2016-11-25 22:13:34 -06:00
Anewbe
572c17c440 Fixes some incorrect times for respawn things. 2016-11-25 21:59:30 -06:00
MagmaRam
b5ecab7e18 Merge pull request #2823 from Anewbe/boots_fix
Corrects magboots and the shoe toggle thing
2016-11-25 21:32:28 -06:00
MagmaRam
47bb1f2407 Merge pull request #2824 from Anewbe/rads
FBPs should no longer get mutations from rads
2016-11-25 21:32:25 -06:00
Anewbe
2089651a04 Diona should properly name themselves upon evolution. 2016-11-25 21:13:29 -06:00
Anewbe
5eb2f705fa FBPs should no longer get mutations from rads 2016-11-25 17:34:41 -06:00
Anewbe
5204348ce6 Corrects magboots and the shoe toggle thing 2016-11-24 23:22:58 -06:00
Anewbe
c5c38d5914 Merge pull request #2822 from Woodratt/1.6.3_suit_clothing
1.6.3 Ports of Bay's suit clothing
2016-11-24 21:33:49 -06:00
woodratt
454e6870d9 1.6.3 Ports of Bay's suit clothing
- Whole scale port of clothing items from bay.
- Solgov armor vests, as well as a 'tactical vest' (None avail. in game)
- Alternate atmos, engineering, mining, medical, and security suits. (Due to their stats, only available through cargo).
- Three new hazard vest colors, blue, green, white. (Load out option)
- 'Service jackets' Black and Green (Load out option).
- Solgov fleet dress uniforms, surgical apron, marshal jacket (None avail. in game, may change with the surgical apron in the future.)
- As a side change the Construction, HAZMAT, Biohazard, and EMT voidsuits are also now available from cargo. HAZMAT and Biohzard come with slightly adjusted stats to sort of reflect what they are designed for.
2016-11-24 19:19:26 -08:00
ForFoxSake
db63646679 Fixes language ability checks. Adds EAL to more synthetics. 2016-11-25 02:44:06 +00:00
Anewbe
958230ce01 Fixes the vacuum thing again 2016-11-24 18:14:44 -06:00
Anewbe
236bb3b117 Fixes improper rookie lung 2016-11-24 17:35:43 -06:00
MagmaRam
28856121a1 Merge pull request #2768 from Anewbe/wizbiz
Technomancer changes
2016-11-24 14:40:36 -06:00
MagmaRam
e13b42b193 Merge pull request #2818 from Anewbe/raise_fix
Should fix Raise rune
2016-11-24 14:38:44 -06:00
Anewbe
8414d25ebc Merge pull request #2800 from Nerezza/APCwork
Misc APC tweaks & fixes
2016-11-24 14:21:33 -06:00
Anewbe
c85c789d71 Merge pull request #2803 from Nerezza/firelockchanges
Slightly animated hazard shutter prying
2016-11-24 14:14:08 -06:00
Anewbe
52b7d48de7 Should fix Raise rune 2016-11-24 14:12:28 -06:00
Anewbe
9e6be602dd Merge pull request #2816 from MagmaRam/reverse_vampire
Blood can be put into dead bodies.
2016-11-24 13:26:10 -06:00
Anewbe
050aa30eb1 Merge pull request #2817 from MagmaRam/defib_fix_please_make_this_the_last_one_please_god
Defibs should revive people now.
2016-11-24 13:26:03 -06:00
Anewbe
05d5061b8b Merge pull request #2815 from MagmaRam/fifty
Fifty-stacks can now be added to the R&D machines.
2016-11-24 13:25:57 -06:00
MagmaRam
7e8557c5e2 Merge pull request #2813 from Anewbe/boots
Adds toggle shoe layer, fixes boot knives
2016-11-24 00:35:21 -06:00
MagmaRam
3f57783bf3 People will now process reagents when dead.
Most reagents are still skipped, but blood is, importantly, not.
This needs to be discussed further.
2016-11-24 00:31:20 -06:00
MagmaRam
eef853393e Defibs should revive people now.
This might be an unnecessary fix, I might just have the worst luck.
But I couldn't get a defib to res in 10 tries before this,
got it on the second after.
2016-11-24 00:30:05 -06:00
Anewbe
baec85a8b9 Merge pull request #2814 from MagmaRam/gun_attack_logs
Changes the formatting for attack logs for reflex shots.
2016-11-23 23:18:42 -06:00
MagmaRam
0b3c9238ea Fifty stacks can now be added to the R&D machines. 2016-11-23 22:31:06 -06:00
MagmaRam
82e2d67067 Changes the formatting for attack logs for reflex shots. 2016-11-23 19:22:38 -06:00
Anewbe
7075adba42 Adds toggle shoe layer, fixes knives 2016-11-23 18:23:39 -06:00
MagmaRam
7517d46d01 Merge pull request #2812 from Anewbe/spawn_fixes
Fixes two items not spawning properly, moves CE welder to locker
2016-11-23 18:12:42 -06:00
Anewbe
e8e0ab8762 Fixes two items not spawning properly, moves CE welder to locker 2016-11-23 16:13:55 -06:00
Anewbe
2df0ebaaee Lungs will only pop if the breath inhaled is less than the lung's safe pressure 2016-11-23 15:37:29 -06:00
MagmaRam
e87d0c9b92 Merge pull request #2808 from Anewbe/singuloth_rises
Singulo should be more stable now, produce power earlier
2016-11-23 14:37:25 -06:00
Anewbe
ea28bc8a44 Merge pull request #2804 from Nerezza/inflatablechanges
Inflatable QoL tweaks
2016-11-22 23:26:54 -06:00
Anewbe
f521625646 Singulo should be more stable now, produce power earlier 2016-11-22 22:00:43 -06:00
Anewbe
f6d311093a Merge pull request #2807 from MagmaRam/door_tape
Tape can't be put on doors infinitely.
2016-11-22 21:57:11 -06:00
MagmaRam
14a68d6dcd Tape can't be put on doors infinitely. 2016-11-22 21:36:05 -06:00
MagmaRam
c34c7ebe64 Merge pull request #2805 from Anewbe/signlang_logs
Ports bay's signlang logging
2016-11-22 20:11:40 -06:00
Nerezza
d522f6d931 Inflatable QoL tweaks
Features:
- Ctrl-click can deflate inflatables now.
- Using inflatables on adjacent tiles deploys them to that tile. Currently this doesn't care about objects in the way, ie computers or welding tanks, but it does respect glass and imo it works fine this way.

Bugfix:
- Bumping an inflatable door no longer freezes it closed for a few moments.
2016-11-22 01:13:29 -06:00
Nerezza
7606c6866a Slightly animated hazard shutter prying
- Hazard shutters slightly open or slightly close, and play the prying sound effect, when someone's prying them. This helps identify what shutters are being operated in an emergency, even if the prying-open one looks a tiny bit silly considering the purpose of these things...

- Two or more people can no longer pry the same shutter simultaneously, only the first to interact can while the rest get a to_chat response. Before, the shutter would open then close almost immediately.

- Cancelling your prying early no longer instantly pries the door open. A misplaced return no doubt lead to many accidental sacrifices to the angry wind gods.
2016-11-21 23:18:47 -06:00
Anewbe
18e7851a8f Ports bay's signlang logging 2016-11-21 21:44:41 -06:00
Nerezza
f94bf5c18f Fixes runtime in inventory.dm
Clicking an inventory slot with nothing in your active hand would runtime. Now it checks to make sure you have something in your active hand, and if not it returns 0.
2016-11-21 20:36:39 -06:00
Nerezza
d7104ef027 Misc APC fixes & tweaks
-Adds a Polaris version of APC rebooting
-Changes the random APC-bluescreening event to be more sensible in what it does and how to repair it. Bluescreened APCs are permanently unlocked, and can be fixed by removing the power cell and applying a multitool.
-EMP'd APCs now give Bay's timed (or manual) reboot nanoUI so that important places aren't shut off permanently if engineering can't get around to them. 
-Nins and twizs no longer **** up APCs when they drain power from the cell completely. Also, drained power comes from the powernet primarily, and only draws from the battery if the powernet doesn't give enough (random chance) or if the cable is cut.
-Bluescreened APC sprite now switches to an open wire panel sprite if a screwdriver is applied.
-Grid checks put a nanoUI notice on APCs. As it is now, you have to wait for the grid check to end or use the grid checker in engineering before you can manipulate APCs.
-Grammar fixes
-More grammar fixes
-My god the grammar fixes
-to_chat'd the user <<s again.
-Merged a small clean-up to power states.
-Bashing APCs to pieces was always ineffective but would spam everyone anyway. Now, it only spams the person bashing the APC. This is a placeholder, ideally you should be able to bash a working APC's cover off if you want its battery out but this PR is already big enough as is.
2016-11-21 20:04:58 -06:00
MagmaRam
cba3c78ed5 Merge pull request #2799 from Anewbe/defib_fix
Defibs should actually work now
2016-11-21 19:34:24 -06:00
Anewbe
07b5b6fc1c Defibs should actually work now 2016-11-21 19:18:05 -06:00
MagmaRam
4ed2cc0176 Merge pull request #2756 from Anewbe/lightning_stun
Lightning spells and bioelectrogenesis will no longer stun outright
2016-11-21 18:48:58 -06:00
MagmaRam
fdae3a6a60 Merge pull request #2778 from Anewbe/cult_revive
Cult Raise Dead fix
2016-11-21 18:45:49 -06:00
Anewbe
fc8e2347d9 Merge pull request #2793 from Yoshax/yakkity
Can open doors without access requirement when handcuffed
2016-11-21 18:02:14 -06:00
Anewbe
a00236a3f9 Merge pull request #2790 from Atermonera/Fixes_#2630
Fixes #2630
2016-11-21 17:58:54 -06:00
Anewbe
be7ca7f87d Merge pull request #2795 from Woodratt/1.6.2_Maptweaks_and_adds
1.6.2. Map Tweaks Random Loot lists yet another Armory Overhaul.
2016-11-21 17:58:20 -06:00
woodratt
a3fc7dad15 1.6.2. Map Tweaks Random Loot lists yet another Armory Overhaul.
- Taken from Bay and edited a bit, maintenance now has a chance to have some randomized items in crates and on racks. Nothing extremely exciting or game changing should spawn yet, sadly. Probably still needs some adjustments and really needs some additions but works at this stage for live testing to see how badly RNG wants to spawn sin pockets and botany gloves.
- Minor map adjustments to both z-levels 1 and 2. Including things such as a mirror placed on the technomancer ship. Light adjustments on the main z-level. Removing redundant lightswitches, adding lightswitches, removing redundant newscasters. Fixing other old mapping errors.
- Largest chunk of change, rework of the armory. Image Link Two sets of all of the armor except for the riot armor has been removed from the armory. A 'tactical equipment' storage room has been readded (warden access) with the combat armor, lethal ammo, and two of both the energy weapons and ballistic guns moved to it. Four energy weapon power cells have also been added to said equipment room as well as one magazine of lethal 45 ammo (it was 5 magazines before, this makes it a even and less OCD annoying 6, like the rubber magazines).
- Practice ammo moved from the armory to the firing range on a conveniently empty table.
- Defib units now available in medical, and one in both first aid checkpoints.
2016-11-21 14:41:13 -08:00