In short: massive updates to security, the library, hydroponics, the kitchen and
the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion
(only in paperwork)
PROBABLY A BUNCH OF OTHER SHIT
Revision: r3505
Author: petethegoat
- added feedback logging for newscasters
- added feedback logging for admin verbs
- added shuttle timers to escape pods
- added feedback logging to chemical reactions
- clipboard can now fit on your belt
Revision: r3465
Author: baloh.matevz
runtime error: Cannot modify null.layer. proc name: done
(/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human)
src: the human (/obj/effect/equip_e/human)
call stack: the human (/obj/effect/equip_e/human): done() the human
(/obj/effect/equip_e/human): process()
runtime error: Cannot execute null.use(). proc name: attackby
(/obj/structure/barricade/wooden/attackby) usr: Jeffery Long
(/mob/living/carbon/human) src: the wooden barricade
(/obj/structure/barricade/wooden) call stack: the wooden barricade
(/obj/structure/barricade/wooden): attackby(null, Jeffery Long
(/mob/living/carbon/human)) the wooden barricade
(/obj/structure/barricade/wooden): DblClick(the floor (159,129,1)
(/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...")
Rewrote wielded weapons to be their own weapon subclass. There was no point
having a var/wielded var/twohanded var/force_unwielded var/force_wielded for
every damn item when there is only 1 wield-able weapon anyway. All the wield-
able stuff is now in twohanded.dm
Changed the adminhelpsound to some creative commons sound I pinched. Until
somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW.
All PMs trigger the adminhelp sound. That means when you OM a player they get
the sound, if a admin is PMed they only hear it if their adminhelp sounds are
enabled. This should allow people to get eachother's attention when t he chat is
busy.
Fixed some bad code with poddoors (which is used for the shutters in QM)
Revision: r3435
Author: elly1...@rocketmail.com
on some mobs. Fixed grammar, icons and stuff.
Added some stylesheet classes. Approved by Urist. If you're adding game text,
please use the class that best describes the text. This way all the text
formatting can be edited from the stylesheet rather than traipsing through the
code like I am.
Cyborg names reflect their module choice.
Cyborgs can no longer drop their module-items on conveyor belts.
Please remember to add the line: gender = PLURAL to any new item defines if the
item is plural, ie metal rods and such.
Much more to come. ;-; Just need to check them and merge... why did I start
climbing this mountain?
Revision: r3232
Author: elly1...@rocketmail.com
Date: Mar 2, 2012
implemented and the information you got from them was misleading and wrong.
- Backpacks max_combined_w_class is now 21 instead of 20, meaning it can store 7
box-sized items instead of 6 box sized items + 1 small item (which the box is
supposed to hold anyway)
- Added many fire alarms around the station to areas that either lacked them or
where they were too rare
- Added 4 hazard vests to the atmospherics departments for atmos techs who
prefer hazard vests to firesuits.
- Added these changes to the changelog.
Revision: r3092
Author: baloh.matevz
* + You now take severe brute damage in environments over 750kPA. A new HUD icon warns you when it's above 500kPA. Space suits block this.
* > Welding fuel tanks explode when shot.
* > Riot shields prevent you from being pushed.
* > People cannot be shoved when being pulled and handcuffed.
* > The internals button on the hud now works for tanks in almost any area, such as your pocket.
* > No more popups when you insert your ID into your PDA. There's a link in the PDA menu to update info.
* - Removed photo system from ID's as it doesn't work.
Made appendicitis only happen once, jump to explosion link should work, hallucination improvement/sanchecking, increased the damage of things to pre-nerf levels.
Made bruise packs and ointment only work above 50 health.
Added advanced treatment for future use.
Made MD's and CMO spawn with health analyzers.
Reduced medical equipment in non-medbay areas.
Made Health Scanner HUDs displays more granular.
The Wizard Spellbook has a new subsection: Artefacts. Artefacts are items with special properties that the wizard can purchase as an alternative to spells (one artefact costs as much as one spell)
Currently the only Artefact is the Staff of Change, more to follow.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2739 316c924e-a436-60f5-8080-3fe189b3f50e
- When a human is attacked, data about the weapon is added to a special wound datum on the organ.
- This data can be extracted and processed by opening up the limb and using an autopsy scanner on it.
- Added the autopsy-scanner to the map.