Commit Graph

11966 Commits

Author SHA1 Message Date
Ccomp5950
16904ec5ec Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 into dev 2014-01-24 20:38:09 -06:00
Kilakk
44962760b8 Removed pointless output
* There's something here about var/revsafe being used for heads/implanted people
... or something like that
2014-01-24 15:04:41 -05:00
Zuhayr
5709dc2629 Fixes so ladders actually connect and function now. 2014-01-25 04:16:18 +10:30
Zuhayr
98177f5a33 Compile fix for what I think was a botched merge with Chemistry-Machinery.dm. 2014-01-25 03:18:48 +10:30
Zuhayr
697cfdb98c Compile fix for merged icon. 2014-01-25 03:17:10 +10:30
Zuhayr
e870d614c2 Mass correction of controler to controller. 2014-01-25 03:15:13 +10:30
Zuhayr
d38c190a57 Merged multiz icons into structures.dmi. 2014-01-25 03:13:56 +10:30
Zuhayr
3093a00707 Renamed controler.dm. 2014-01-25 03:13:06 +10:30
Mark Aherne (Faerdan)
c0d5ffd022 Added no-network check to heat_source to fix a runtime if not connected to a network. 2014-01-24 09:56:02 +00:00
Ccomp5950
611a35a6b1 View Variables Option: Add/Remove Verb
Since we can't edit the verbs variable directly this allows us to do so safely.

It builds a list of procs and verbs for the mob type and allows the admin to add it.

Want to add self_destruct to a cyborg?  It will show up in Commands tab
Want to add RevConvert to a regular Rev?  Feel free!

Want to remove whisper from some loud mouth?  Go wild!

Adding procs that aren't usually available to players will create a commands tab, primarily this is for debugging since Advance ProcCall on mobs is awful.

I figured this would be useful when I noticed traitorpanel added RevHeads didn't get their RevConvert verbs and I could find no way of adding it otherwise.
2014-01-24 00:03:00 -06:00
Loganbacca
867d0d6967 Areas added to powernets again
Fixes #4328

New z-level code wasn't handling d1 == 0 cables correctly.
2014-01-24 17:26:33 +13:00
Ccomp5950
26f6964939 Traitor Panel Bugfix: Adds the convert verb to RevHeads made using the traitor panel
Also removes it if you use traitor panel to make them a regular employee using the tator panel.
2014-01-23 21:39:25 -06:00
Kilakk
1a7616fb35 Fixes #4322
* There's probably a much more "modular" way of doing this, but, eh
2014-01-23 20:53:05 -05:00
Mark Aherne (Faerdan)
ae4d35e354 NanoUI Gas Cooling/Heating System
* Created Nano UIs for the Gas Cooling System and Gas Heating System
* Standardized the reference structure for procs (they now use use full paths, instead of relative)
* Standardized the names of each machine ("gas cooling system" and "had heating system") for both the object and the UI title
2014-01-24 00:38:26 +00:00
Chinsky
6da9f68a7a Merge pull request #4329 from Ccomp5950/gun_fixes
Sniper Rifle fixes
2014-01-23 09:07:53 -08:00
Ccomp5950
3d44e909bd Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 into dev 2014-01-23 01:39:10 -06:00
Ccomp5950
8ae4e41aaa Derp merge deconflict error I made when merging master into dev-freeze. 2014-01-23 01:36:32 -06:00
Ccomp5950
283df26fa7 Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 into dev 2014-01-23 00:19:01 -06:00
Ccomp5950
c028db481e Merge branch 'master' of https://github.com/Baystation12/Baystation12 into dev-freeze
Conflicts:
	code/modules/mob/living/carbon/monkey/diona.dm
	code/modules/reagents/Chemistry-Machinery.dm
2014-01-23 00:05:53 -06:00
SkyMarshal
8badd4de18 Fixes an error with the explosions-deleting-zone-air detection. 2014-01-22 22:49:37 -07:00
Ccomp5950
2d25c94900 Sniper Rifle Zoom proc documentation comments. 2014-01-22 23:46:05 -06:00
Ccomp5950
b260d511fb Gun fixes.
You die, you are zoomed out

You have welding equipment on, you can't zoom in.
2014-01-22 23:40:32 -06:00
Ccomp5950
fbcf162416 Sniper Rifle fix.
You have no HUD when zoomed.  None, I'm unable to move every HUD element while zoomed in so you lose it.  Consider it part of your concentration while zoomed in.

If you move while zoomed in you automatically zoom out, you lose concentration.

If the rifle isn't in your active hand you can't zoom in.
2014-01-22 22:40:21 -06:00
Ccomp5950
84eefc3b31 Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 into gun_fixes 2014-01-22 22:39:16 -06:00
Zuhayr
dba1ad0819 Merge pull request #4316 from RKF45/robots
Fixes for emagging robots
2014-01-22 01:09:51 -08:00
DJSnapshot
e76838bd6e fix for muting deadme as well. 2014-01-20 22:42:56 -08:00
DJSnapshot
64e3c3d6b9 Admin requested addition of a global dsay toggle. 2014-01-20 18:27:12 -08:00
Furlucis
005d72feb4 Typo fix
Fixes a reagent recipe.
2014-01-20 03:20:35 -05:00
Chinsky
3b26dab954 Merge pull request #4309 from LBraindead/dev
AMEN
2014-01-19 21:25:19 -08:00
Chinsky
8430e0a720 Merge pull request #4319 from RKF45/colour
Realistic colour mixing
2014-01-19 21:23:45 -08:00
Chinsky
5a8eb3c455 Merge pull request #4318 from Loganbacca/engineroom
Engine Room Redesign
2014-01-19 21:22:45 -08:00
Ccomp5950
0870844898 SMES fix, AI's can now use them.
Thinking this was a typo, though quite honestly I'm not sure why this test
is even here as distance checks are built into nanoUI but since feradan put it in
I'm kinda not wanting to remove it.
2014-01-19 21:26:15 -06:00
Loganbacca
7f89f602b2 Fixed rad collector toxin drain bug
Removed bad code modifying variables directly and replaced it with a proc that correctly modifies the gas volume.
2014-01-20 16:16:02 +13:00
Zuhayr
0ad12c7e72 Merge pull request #4313 from RKF45/small
Small
2014-01-19 18:58:33 -08:00
RKF45
d35c9954b6 Rework of colour mixing 2014-01-19 21:47:42 +01:00
Loganbacca
24c6063a07 Updated Supermatter user manual sprite 2014-01-20 01:57:58 +13:00
Loganbacca
0f4068724b Pod door tweaks
- Added directional pod door sprites
- Made pod doors change draw layer when they open and close
   - Pod doors draw behind the glass layer when open
   - Pod doors draw in front of the glass layer when closed
2014-01-20 01:57:57 +13:00
Loganbacca
0ede7ed9cb Engineering area tweaks
- Added a few Engineering areas, and moved one from the Rust files
- Made the "Engineering Storage" area overlay sprite transparent
2014-01-20 01:57:57 +13:00
RKF45
5a9e8e0f30 Fixes for emagging robots 2014-01-19 12:16:10 +01:00
RKF45
ca4bb831d4 Debug 2014-01-19 12:03:32 +01:00
LordBraindead
d5eb58d8d6 generalized the z-level atmospipes 2014-01-19 12:00:22 +01:00
Chinsky
6175ef8012 Moved cable definition to cable.dm because what the fuck. 2014-01-19 03:05:48 +04:00
Chinsky
669ae9a1ae Made cables use color var instead of separate icons for each color.
It allows for wires of ANY color (just set cable_coil var)
and most importantly
40 837 958 b - before
39 506 651 b - after
2014-01-19 03:02:58 +04:00
RKF45
9511ad9c1b Silicate needs to be tested first 2014-01-18 22:18:24 +01:00
RKF45
5649bb7fe2 Various tiny improvements 2014-01-18 22:15:46 +01:00
RKF45
75e66d546a Rework of colour mixing 2014-01-18 21:09:02 +01:00
LBraindead
1f9716d1f2 Update disposal.dm 2014-01-18 01:10:18 +01:00
LBraindead
ac1f334919 Update Turfs.dm
open space
2014-01-18 00:37:52 +01:00
LBraindead
6cef89777d Update Structures.dm
stairs and ladders
2014-01-18 00:37:22 +01:00
LBraindead
e9838702ff Update Pipes.dm
add up and down pipe
2014-01-18 00:36:46 +01:00