Commit Graph
53 Commits
Author SHA1 Message Date
ReddeyfishVorandGitHub 768887d85a Virgo merge (#107)
* Move pilot helmets from southern_cross to main files, they are used on multiple maps now.

* Ports export reports (#5051)

* Ports export reports

* Absolute pathing, small touchups

* remove both layers

* POLARIS: No string compare for assistants

* Make turf obfuscation lists lazy

* Improve two image cleanups

* POLARIS: zshadows should be as invisible as their origin

* POLARIS: Allow alteration of mob default see_invisible

* say() safety check on client

Spawn keeps it from destroying all say(), thankfully, but needs to be fixed.

* POLARIS: Reduce double admin logs

* POLARIS: Clean up adminpm logs

* POLARIS: Communicator small refactor

* POLARIS: UI Tweak involving species rarity

* POLARIS: Allow species-specific statpanels

* POLARIS: "0x32" is not a valid single-bit flag

* POLARIS: Lazylen species restricted list

* POLARIS: Prevent ghosts from ejecting borgs from rechargers

* POLARIS: Make borg recharger test more robust

* POLARIS: Another recharger fix

* Fix nif logs

* Removes some problematic HIDEJUMPSUIT flags

* Camera fix

* adds statue

* adds statue

* Revert "adds statue"

This reverts commit f1c9193797.

* POLARIS: Improve robot and typing overlays

* Change to Teshari to test for bug

Removing these, to see if they are related to the Teshari bug. These are the only two unique sprite features that I can see.

* Promethean tweaks (hunger, regen time)

* Xenoarch Multitool & Xenoarch Excavation Drill (#5058)

* Xenoarch Multitool & Xenoarch Excavation Drill

* Makes the tool work better

* Cuts down on lines & left comments

* change to m

* Ports antibiotics overhaul (#5050)

* Ports antibiotics overhaul

* Update the rest of the places "spaceacillin" is used where antibiotics is meant.

* Antibiotics port compiles

* Fixes the drone borg ID thing AGAIN. (#5080)

* Fixes the drone borg ID thing

* Updates tracking implant description

* Update tools_pickaxe_vr.dm

* Removes excavation drill

* Fixes default synth tails necessitating potentially harmful mystery delays in mannequin generation.
-Now get_tail_image() can check the owner's syntheticness without having to wait for something else to call it whenever/wherever the fuck it happens.

* Fixes missing pixel on human ass.

* Update update_icons_vr.dm

* absolute pathing

* added slashes. No idea for what, but I don't want anyone to ask me to do it because they have OCD

* Some size stuff for Proteans

* Removes a bunch of my unused fluff stuff

* fixed vale borg flashlight eye sprites

* Changes to objects random

- Fixed the icon_state for 'structure/plushie/carp' and the random first aid kit spawner
- Added a random chance tool spawn for power tools (most of the time it should still just be regular tools)
- Adjusted the spawn rate of medkits, combat medkits should be more rare
- Cash split into its own loot item
- Plushies split into large and small plushies
- All the extra plushie spawns added to the random plushie spawn
- Eightball and conch shell added to toy spawns
- Added spawn points for the large plushies, cash, and the power tools

* Removes an inconsistency in custom species code

This line had no real use at all. It may even have contributed to various issues.
All basic humanoid species have had their appearances constructed onto an existing blank 32x32 icon_state named and called for as "nothing" inside the effects.dmi.
There are no untitled blanks either inside the effects.dmi file, so the funky deviant custom species icon_states would never have had any proper fallback.

* Re-establishes existing foundations for human icon

This line had no real use at all that I could find. It may even have contributed to various issues.
Before this line was added, all basic humanoid species have had their appearances constructed onto an actually existing blank 32x32 icon_state named and called for as "nothing" inside the effects.dmi.
There are no untitled blanks either inside the effects.dmi file, so the funky deviant species specific icon_states would never have had any proper fallback either.

No negative effects whatsoever detected in testing runs. Maybe slight framerate increase, but that was likely unrelated/placebo lmao

* Couple security otie fixes

-Fixes sec oties failing to announce arrests for sec comms.
-Adds another announcement for sec oties to confirm successfully detained crimester.

* Fixes custom accessories not showing up on things

Contradictory hardcoding babe.

* Fixes inconsistencies in organ system
-Seems the years old conversion to turn old limb names and tags and such to BP constants was never finished.
-This also fixes warning spammy diona organ tags.

* Balance pass on custom species traits

* Revert "Fixes cameras making completely black photos"

* Fixes handheld cameras

* Resh - Navy HoS Jacket

https://forum.vore-station.net/viewtopic.php?f=27&t=1065 - approved fluff app. Long time coming, lol.

(And first time 'coding'/using github to change files. hope I did it right. Oof.)

* Increase prom limb health by 60%

* changes hairstyles to use species defines

* Correct Resh custom_items.txt for HoS jacket

* (SQ-Merge) Adds in Floppy Bunny ears. (#3348)

* (SQ-Merge) Possible fix for drop-nomming (#3331)

* possible drop-nomming fix

* no longer 100% fall cushion on non-aligning prefs

* fixed some checks

* (SQ-Merge) Makes rads not kill people in stomachs (#3342)

* Makes rads not kill people in stomachs

* There we go

* Update radiation.dm

* POLARIS: Fixes #3308 (VS) - Skrell lack eyes

* POLARIS: Fixes #3280 (VS) - Typing as ghost removes overlays

Also gives them the proper ghost speech bubble. Unsure why it wasn't used!

* POLARIS: Fixes #3298 (VS) - Observer-ghosts were naked instead of dressed

* POLARIS: Fixes #3270 (VS) - Cleanbots make noise too often, reduce chance

* POLARIS: Fixes #3264 (VS) - MMI insertion sanitizes w/o numbers allowed

* POLARIS: Fixes #3237 (VS) - Cryoconsoles are lit even when unpowered

* POLARIS: Fixes #3238 (VS) - Nothing but humans can understand silicons talking

* POLARIS: Fixes #3221 (VS) - No explanation of what to do in the case of system instability

* POLARIS: Fixes #2601 (VS) - Allows mechs to continue charging after battery swap w/o moving

* POLARIS: Fixes #5282 (VS) - Allow use of pens to label pill bottles, like glass bottles

* POLARIS: Fixes #2573 (VS) - Slap cigarettes off people's faces

* POLARIS: Ventcrawling assistance

* POLARIS: Fix holders to avoid forcemoving held mob to nullspace

* POLARIS: Allow crawling through vertical pipes

* POLARIS: Weird snacks runtime

* POLARIS: Sometimes items have this set to null because they are bad.

* POLARIS: Beam weapons runtime when you shoot yourself

* POLARIS: Fix a call to the wrong update icons in prom regen

* POLARIS: Fix incorrect robolimb checks

* POLARIS: Heal robolimbs when you heal everything

Typically only used in magic and stuff, makes sense to heal both (otherwise there's no way to heal whole FBP bodies)

* POLARIS: Add eye color to shapeshifters

* POLARIS: Adds an animation thing, uses it on ventcrawls

* Fixes Suit Storage Icons
Items in suit storage should no longer vanish.

* Adds Keypad Auth to CE Office

* 44 revolvers

Port from Bay

- Addition of two more revolvers in 44 cal for variety
- Creation of rubber rounds for 44 cal (stats taken from virgo no idea how good they are in actual fights)
- Includes 44 ammo speedloaders, regular and rubber speedloaders
- Slight adjustments to allow for firing animations taken from Bay (the mosley revolver has a firing animation that plays)
- Includes in hand sprites

We did already have the 'webley' sprite (it exists in a recolored sprite). However it is a alternate sprite for the detective's 45 revolver. This brings it in as a actual proper revolver with sprites that are different than the detectives revolver, and maybe in the future can be thrown into loot lists and PoIs.

* Adds bioprinter to medical

Only internal organs work well

* Fixes feathered tesh tail and removes an useless piece of code.
-Feathered tesh tail now uses the proper dual color system now that it no longer comes with the default tail.
-Removes completely redundant body hair code from robolimb icon generation.

* byond beta back on its bullshit

* Update organ_icon.dm

* Update organ_icon.dm

* Probably maybe fixes blank lines for prey

* Fixes incorrect camera naming/networks. Fixes #3353

* Nanoui now supports use of multiple templates (#5105)

* Nanoui now supports use of multiple templates

* Removing debug code, indentation

* Indentation

* Arranges lots of things into planes (#5072)

* Rearranges a billion things into planes

* Make cryotubes fancy

* Update Travis

* Fix hiding logic

* Lore-Compliant Oculum News Channel (#5111)

* adds an e-reader full of news to the loadout

* Political Almanac -> Pocket Newscaster

* new news channel containing lore-compliant news that's not bad

* prettified lorecodex, added a month's worth of news (#5112)

* prettified lorecodex : added a month's worth of news

* what the hell elgie

* all according to kaikoku

* Grant remote profile access to R_DEBUG holders

* Fix for MOB_CAN_SEE_PLANE

* Normal brute kits disinfect wounds

* Fixes fullbright mode hiding lighting overlays.

Fullbright plane master being above lighting plane master is important, shouldn't be removed.

* Fixes machines being below tables they should sit upon.

* Fixes Runtime in logging.dm,61

* Removes vials

* Update and rename pai_manifest.tmpl to crew_manifest.tmpl

* Change of template

* Fixes infinite loop in FBP naming w/o client

* Adds Map Template Groups
Adds ability to have many different 'versions' of a PoI, yet only having one show up per round.
An example on how to do this is provided with Radio Free Sif (aka DJOutpost).
Just make sure all the different versions have the same 'template_group' value.

* Adds a message on emag to the battle arcade machine. (#5129)

* Updates one arcade machine emag message to to_chat, adds another.

* Returns 1 in emag_act for orion trail.

* Converts a bunch of stuff to macros. Should probably not break anything.

* Fixes an improper macro usage.

* Attempts to fix all 20 errors.

* Makes syndie dufflebags hint that they let you move faster

* Fixes untagged sorting junction

* Actually adds adhoc_fallback to pilot headsets

* Map fixes and tweaks

- Flashers in brig cells now should work, extra floor flash in communal brig to deal with crims.
- Inproper access, SMES rooms.
- Trader start point being dark now fixed.
- Medical Vendor Plus has more advanced burn and trauma kits. Also splints.
- Cell 1 and 2 in the brig can now be accessed by detectives.
- Additional r-walls next to the engine room to help with rads.
- Floor decals in a couple areas.
- RD office now has its telescreen back.

* Fix unused variable warnings.

* Fix light/camera layers for macros and fix constants for them too.

* Updates changelog

* Camera types exist to determine networks!

* Reverted use of 'usr' back to 'user' from commit 05fd53ebcc

* Fixes a bug. It's flatland zorren. 

Fixes #3376

* Fixes wallet-HUD interaction issues. (#5130)

* Fixes wallet-HUD interaction issues.

* Fixes HUDs, too. Forgot to commit this the first time. Also hopefully didn't change the map to examplemap.

* Fixes an indentation error.

* Nerfs solargrub drain speed.

Due to the lack of saturation in the moderate event container, solargrubs show up way too frequently, and changing the frequency doesn't help. The container has to pick. This change will just bump the drain speed down so severely, that if you kill one or two grubs, the station should barely feel the impact anymore. As opposed to having to kill 4/5 grubs on average.

Gradual nerfs seem logical, as grubs get more and mroe of a day-to-day experience, and most people know about them now. Time to stop the witch hunting for those annoying grubs :p

* In which MC is dumb. Actually removes network override

* Initial cleanup/changes

* More optimizations for character joins

* Switch cables and pipes to use define constants instead of literals for layers.

Also fix a few things to be on the correct plane.  Basically the under-floor stuff is supposed to be on PLATING_PLANE.
Portable atmospherics go on object layer so they are above stationary machinery, given that they move around.
Fixed wires to be on top of pipes like they used to be, otherwise they'd be obscured too often.

* Don't kick admin observers for inactivity.  They might be waiting for ahelps.

* Fixes vox not having hardsuit sprites. Uses the new defines.

* Replaces base egun sprite

* Small fixes and ports discovered during merge. (#5138)

* POLARIS: No string compare for assistants

* POLARIS: Move these planes to more useful places

* POLARIS: Only spam ghosts with chat messages from things with real clients

* Fix small forgotten lines of text accidentally left out of VS syncs.

* Fix typo'd plane in lighting.dm and remove redundant definitions.

* Fixes a bunch of simple animal vore icon issues.

* Fixes Pathing

* Small Shock/Holo collar tweaks.
-Updates their old >> dialogue.
-Makes shock collars taggable.

Was gonna fix them showing up in forced lowercase on people but that turned out to be a separate polaris issue that I just opened a fix for up there.

* more fixes etc

* Update solargrub.dm

* Improves contrasts on sprites and removes the need for mirroring upstream sprites

* adds generic gibs to vore mob icons to prevent sneks

* Adds a bunch of stuff to cargo selection.
-Xenowear crate, 13 non-random xenowear items for 100 points.
-Teshari smocks crate, comes with all the 5 basic colors for 25 points.
-Teshari undercoats, comes with 4 random colors from basic and grey selection for 20 points.
-Teshari undercoats black, comes with 4 random colors from the black trim selection for 20 points.
-Teshari cloaks, comes with 4 random colors from basic and grey selection for 40 points.
-Teshari cloaks black, comes with 4 random colors from the black trim selection for 40 points.
-Utility uniforms, comes with the 3 loadout utility uniforms (black/blue/grey) for 30 points.
-Skirts crate, comes with the 10 regular type skirts for 40 points.
-Varsity jackets, comes with the set of 6 colors for 60 points.
-Leather gear crate, comes with 5 random items from a selection of 21 more or less tough/kinky gear for 50 points.
-Eyewear crate, comes with 11 cosmetic and/or prescription pieces for 50 points.
-Gloves crate, comes with 4 random gloves with a chance to hit a couple fancier ones among the basic colors for 40 points.
-Boots crate, comes with 3 random pairs of boots freely available in loadout for 60 points.
-Taurbags crate, comes with the 3 universal saddlebags we have (basic/robust/vest) for 60 points.
-Cuisine crate, comes with 5 random foods from a list of varying cultural fanciness for 25 points.
-Burger crate, comes with 5 random basic burgers for 15 points.
-Special burger crate, comes with 3 random special burgers for 60 points.
-Bakery products, comes with 5 random bakery products for 15 points.
-Cakes crate, comes with 5 random cakes for 50 points.
-Mexican food crate, comes with 5 random mexican foods for 15 points.
-Asian food crate, comes with 5 random asian foods for 15 points.
-Action figures crate, comes with 5 random figures for 50 points.
-Tabletop miniatures crate, delivers the set of those characters for 30 points.
-Plushies crate, comes with 3 random plushies for 30 points.

* Changes wedding rings to be a subtype of ring

Also moves them to their own .dm, since they're now a subtype of the thing in rings.dm. Also changed bethrothed to spouse, as the former is usually before marriage and not after.

Benefits of this include: Being able to wear gloves over wedding rings. Making them tiny instead of small. Making their gender neuter instead of plural, so it wont say "some wedding ring" when you examine someone wearing them. Probably more good things.

Issue reported by HzDonut.

* Cargo pack tweaks.

* Adds a machine for recoloring apparel ingame.
-Not mapped in currently.
-Still unsure whether to have it whitelisted for white/grey items only or to let people have their fun experimenting on nasty aesthetics.
-Also supports bags and belts. Yes, I've heard the pleas of the people not liking the default grey being the only public backpack option there is.

* Reverts gauze disinfecting until a proper solution can be put in place.

* Fixed mesons NIFSoft overlay not highlighting open spaces above

* Fixes #3368 - Teleporting now often respects dropnom pref

* Fixes #3344 - Holocarp set DM_HOLD when holodeck is safe

* Squashed commit of the following:

commit f55edb98499b600186be9f58c0d245b454479b74
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 17:05:19 2018 +0300

    we'll see about that whitelist crap later then

commit 186ce2aba274c4009c42a730d1ba7c67dddf8ea6
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 16:32:08 2018 +0300

    screw you too travis

commit 470789300bda3949de4027dc8e2c25ae8427eaae
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 16:10:29 2018 +0300

    Update painter_vr.dm

commit e9dee86b0cb84172c95f3a91ba73ce0b2661820c
Author: Verkister <superverkelian@hotmail.com>
Date:   Sun Apr 8 15:51:37 2018 +0300

    Update painter_vr.dm

* allows meteors to be deflected by baseball bats

* snib

* oh, and the DME, too

* fixes the meteor refusing to move at all after being deflected

* done

* Fix shuttle corner turfs disappearing when shuttle moves.

When shuttles land on a turf, it takes the appearance of the turf it lands on as an underlay.  Must make sure this underlay is on FLOAT_PLANE otherwise it will likely end up OVER the turf itself.

* Set appropriate vars for persisting adminspawned characters

* Minor Psych office tweaks. Closes 2090

* Adds compact defib to CC medbay. Closes #2287

* Makes the door button in EVA ACTUALLY WORK

* Squashed commit of the following:

commit bd470fd0276e83fa1516cc1b966308165d081b1b
Author: Verkister <superverkelian@hotmail.com>
Date:   Tue Apr 10 20:45:00 2018 +0300

    Update painter_vr.dm

commit 12e39bcec9b717d477a64aca0f8dfe917917986b
Author: Verkister <superverkelian@hotmail.com>
Date:   Mon Apr 9 09:34:50 2018 +0300

    Update painter_vr.dm

* Reduce abduction chance 1%->0.5%, add logs

* Removes Camilla's plush as per request

* Some protean fixes (regen, size as blob, gender)

* switch map to tgm for merge

* convert map to tgm for merge
2018-04-11 17:14:22 -07:00
BillyBanglesandAnewbe 8f8f692ea0 Makes a dark ritual even darker (#4923)
* makes a dark ritual even darker

* makes the dark ritual maybe not THAT dark

* tweaks rune icon
2018-02-23 13:16:26 -06:00
BillyBanglesandAnewbe 5486edf567 Adds various cabin-related things. (#4888)
* adds fireplace, makes bonfire generate heat

kinda, anyways

* adds sifwood tiles, fixes old blue carpets

old blue carpets are now known as "teal carpets." they still come in the
carpet crate from cargo.

* lets you dig up tree stumps with shovels

* changelogs in the house

* adds a delay to digging up stumps

digging up stumps is easier said than done
2018-02-21 15:45:01 -06:00
Neerti 42a421e8e1 Adds Bonfires 2018-01-05 02:35:19 -05:00
Anewbe 7a13c8136f Finishing touches on gravemarkers 2017-09-27 18:59:26 -05:00
Anewbe eed312a8fb Merge branch 'master' of https://github.com/PolarisSS13/Polaris into gravestone
# Conflicts:
#	icons/obj/structures.dmi
2017-09-27 13:49:56 -05:00
Anewbe 280f3010f8 Adds grave markers 2017-09-26 21:03:34 -05:00
Neerti aa454c0e1d Adds Farm PoI
Also fixes various bugs with surface tiles, hopefully.
Adds some documentation to the map file system.
Adds a new 'plane' map, ideal for testing PoIs by loading them manually.
Makes space heaters glow orange.
Adds a new grille type for fancy surface windows.
Adds self planting hydro trays/dirts if a seed is on top of them when the map is loaded.
2017-09-26 01:44:06 -04:00
Neerti afd7b15442 Adds the Lost Drone 2017-09-22 01:17:53 -04:00
Neerti 4bfcec55f2 work 2017-09-04 21:52:47 -04:00
SkyMarshal 8b225e4ba6 Update to stairs. 2015-09-20 18:25:23 -07:00
Joseph HeinemeyerandSkyMarshal 8c61c3ab6f Fixes multi-z things. 2015-08-30 18:58:37 -07:00
Zuhayr b702c81060 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into randmap
Conflicts:
	code/game/turfs/simulated/floor_types.dm
2015-08-22 03:57:12 +09:30
GinjaNinja32 a5e975ce1c Fix cables and windows; sleepers, cryopods and donut boxes will now rotate correctly with client.dir 2015-08-18 13:43:11 +01:00
Zuhayr 1b840a6efc More work on pods, added personnel pod. 2015-08-13 16:59:18 +09:30
GinjaNinja32 477a9b8dba Merge remote-tracking branch 'upstream/dev' into client_dir 2015-08-13 05:55:05 +01:00
GinjaNinja32 16bcc04c83 Windows now rotate correctly with client.dir 2015-08-02 18:06:02 +01:00
Zuhayr 7ede629cde Ported window spawner, tyvm WrongEnd 2015-06-24 12:57:04 +09:30
Zuhayr 8f6666a32e Converted barricades to material system. 2015-05-17 02:01:20 +09:30
PsiOmega 1511e2b3f4 Ports /vg/'s Nas-Sie remake.
Second phase:
New Nar-Sie itself.
Two endgame phase - Nar-Sie and Supermatter Cascade.
Culty mobs.
2015-04-12 16:19:16 +02:00
PsiOmega f3be9b41f0 Ports /vg/'s Nas-Sie remake.
First phase: Port cultify procs.
2015-04-11 13:58:08 +02:00
Hubblenaut 109ef9ac89 Adds gambling tables 2014-09-28 21:48:57 +02:00
RavingManiac 1f5ee94096 Supply/scrubber upward pipes, downward pipes and pipe caps added. 2014-09-06 01:22:03 +08:00
Ravensdale a3e4a43536 Changes most viable, used entries of plasma with phoron. 2014-04-10 05:05:04 -07:00
Zuhayr d38c190a57 Merged multiz icons into structures.dmi. 2014-01-25 03:13:56 +10:30
Chinsky fdaa2a2aad Fixes #3911
Icons for tables were just GONE.
2013-11-30 06:06:03 +04:00
Iamgoofball a75492d26b Startoad's plasma windows commit, I'm doing the github stuff for it.
https://github.com/StarToad/Baystation12/commit/3677121b51af852ed951c214c57a08fab60222c1
2013-11-01 18:53:45 -07:00
Chinsky fadc121dac Can flip weakened reinforced table now too. 2013-10-11 10:52:24 +04:00
Chinsky daba423428 Tableflips!
You can now flip non-reinforced straight, 1-tile wide tables.
Complete with ugly codersprites for flipped tables.
2013-10-11 02:13:59 +04:00
petethegoat@gmail.com 981ea58a47 Updated bedsheets and linen bins. Moved bedsheets out of defines, into bedsheet_bin.dm.
Standardised airlock_control.dm, and removed some useless spawn()s.
Updated a few things in paperbin.dm.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4891 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-16 14:17:06 +00:00
petethegoat@gmail.com 606e40729a Fixed issue 1008. (Putting stuff into the seed extractor doesn't update sprites)
Added floor safes.
Fixed the icon paths (or lack thereof) for bluespace artillery, and the capitalisation.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4883 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-15 16:17:55 +00:00
petethegoat@gmail.com 5b1e7cb336 Removed the bandolier, on account of it looking like shit. In the two places where it was used, it's been replaced with the normal satchel.
Added the safe! A majestic two tumbler chunk of metal.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4882 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-15 15:01:16 +00:00
d_h2005@yahoo.com 60bce6c53b -Adds a new wizard artifact, the gem-encrusted hardsuit. Attack protection is equal to the highest values of robes + normal rig suit, and it allows spellcasting like a normal set of robes. Maybe now wizards can stop dying after blinking into space/teleporting to Borg Deathsquad Arrived.
And hopefully they WON'T use it to explore the derelict all around every round. We'll see.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4794 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-02 05:34:03 +00:00
d_h2005@yahoo.com d8fcb3576f Commiting Pewtershmitz' wooden table and floor sprites.
Adds Cheri trees, sprites by Pewter. They're not in the vending machines yet, until we get some foods for them going.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4789 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-01 00:53:46 +00:00
Kortgstation@gmail.com 02c1c7cd35 The purge continues.
------------Removed entirely------

gib.dmi (all the gib icons are in blood.dmi and actually used there)
livestock.dmi (all the icons are in critter.dmi or animal.dmi)


--------fire.dmi---------
1old
2old


-----alien.dmi----------
oldweeds
oldweeds1
oldweeds2


---------blob.dmi-------------
blobOLD
blob_damagedOLD
blob_damaged2OLD
blob_idleOLD
blob_coreOLD
blob_spore_tempOLD
blob_nodeOLD
blob_factoryOLD


---------structures.dmi-----------
21 unused lattice sprites, I’m not typing all their names


--------------weapons.dmi------------
dice
d20


------------uniforms.dmi------------
spiderman

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4367 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-11 08:18:39 +00:00
petethegoat@gmail.com 2d33156bb0 Added ladders.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3880 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-20 21:11:17 +00:00
baloh.matevz b31ce8e533 - Ported BS12 code for smart tables. They now include T tables and full tables which continue into 1-tile thick tables. You still can't do everything ever but you can at least make T shaped table pieces.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3612 316c924e-a436-60f5-8080-3fe189b3f50e
2012-05-18 22:08:49 +00:00
polyxenitopalidou@gmail.com 091936f0b5 •Softcaps, flippable
•Improved bodybags, also changed sprites. Scream at me if you don't like them, I'll change them back. Also sorry for the 114KB new sound.
•Sorry but I really have to defecate while writing this

•You can find the unused newscaster sprite of my new project in terminals.dmi

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2928 316c924e-a436-60f5-8080-3fe189b3f50e
2012-01-08 17:44:32 +00:00
petethegoat@gmail.com 6b7d4efb03 VEY VEY VEY VEY.
Added the "Surgeon" mediborg sprite.
Laser gun inhands! Woooooaoaaahah.
Fixed up some hair and shit, added alt half-bang hair.
Some fixes for the Bloodhound.
MOTHERFUCKING WIRES! Almost no one will appreciate this, I have no doubt. But -I- appreciate it.
New tinted window sprites.
VEY VEY VEY VEY.

Oh, and I gave the laser cannon a new description.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2478 316c924e-a436-60f5-8080-3fe189b3f50e
2011-11-04 01:30:10 +00:00
baloh.matevz cea7302b08 Smooth tables added
Tables now automatically determine which direction and sprite they'll use. They will connect to any adjacent table unless there is a window between them (regular, reinforced, tinted, whichever)

To achieve this I had to reverse all sprite directions in the dmi file, this means that on the dreammaker map, every single table piece faces the exact opposite way. I will fix this on monday but can't at the moment. There are no issues on the map tho as all the dirs get recalculated at map load and whenever an adjacent (cardinal or diagonal) table is created or deleted.

Ingame I removed the annoying CORNER/SIDE/ALONE, EAST/WEST/N... blabla menu as it determines this by itself now.

So yeah, smooth tables.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1583 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-14 17:10:19 +00:00
cagerrin@gmail.com ac4bb6e6e6 -Sprites for thermite melting effect.
(below is function notes for whoever recodes it, my attempt failed pretty badly)
-Overlay in effects.dmi should be applied when thermite is triggered(turf/simulated/wall/attackby(), in game\turf.dm)
-Wall isn't deleted, instead density var is set to 0
-When wall with var/thermite = 1 is attacked by crowbar, delete wall and replace with girder sub-object using melted icon_state from structures.dmi, deconstructable by welder rather than crowbar
(neither deconstruction should produce usable metal(slag perhaps))

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1556 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-09 05:12:25 +00:00
tronaldnwn@hotmail.com 4cfd1b7d12 - Attempted to straiten up some clothing dms
- Finally got the NASA Jump suit to be spess worthy. Admins please don't spawn a billion of these.
- Jumpsuits can now be used as spess suits if you add the flag "SUITSPACE"
- Tower Caps are in the Hydro seed vending machine again, and you can get logs from them!
- Sec's vending machine has 12 donuts by default, and can spit out 2 boxes of donuts if hacked.
- Logs can to be sawed with a circular saw, makes two planks each. Otherwise can be used to get more seeds.
- Planks can be formed into wooden objects, currently just wooden tables and wooden barricades.
- Wooden barricades, they can be made from 5 planks. They cannot be moved once built. You can repair with more planks, and destroy them by bashing it (giving a few planks).
- Wooden tables now deconstruct into wooden table parts (no more transmutation of wood to metal).
- Plant scanner now lists water and nutriment level.
- Ammonia, nutriment, and diethylamine are VERY good for plant nutrient. Other types of chemicals have been altered to be more effective. Sugar causes everything to grow, weeds and pests, and plants. Cryodone is very good to save plants from poison and death, water gives a 1:1 ratio for injection, soda water is very good for plants, nutriment now works on plants (it is a fertilizer), and radium properly kills your plants slightly.

- Moved the wooden log to harvest DMI
- Added some related semi place holder sprites for wooden tables, wooden planks, and wooden barricades

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1502 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-26 00:00:56 +00:00
baloh.matevz ecdbe5d1da 1 tile thick reinforced tables added. Their sprites are not really the best but I had to loose the gradient due to them needing to combine together.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1482 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-21 10:21:24 +00:00
baloh.matevz cd6697fd75 Single tile wide tables added in a full set including corners.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1478 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-20 20:17:30 +00:00
baloh.matevz 8b2be74d09 - Wirecutters have a 50% chance of changing to the yellow sprite
- Upon spawn, the screwdriver picks between 7 colors
- Electrical toolboxes now have a 5% chance of spawning with insulated gloves in them. (I did my maths, there are 12 electrical toolboxes on the station, this means only one of them will contain the gloves about once every two rounds) Most of these toolboxes are in protected areas anyway. (Part of DangerCon 2011)

Mapping:
- Tech storage now contains a pair of insulated gloves. (DangerCon 2011)
- There is now an oxygen canister near disposal, in emergency storage and the CE's office. Toxins has a toxin canister near the maintenance access, the incinerator has two toxin canisters and two oxygen canisters again, the construction site north of robotics has a small plasma tank. (All part of DangerCon 2011)
- Notices about financial cuts (announcing the removal of tools, equipment and supplies as determined by Dangercom 2011) now spawn on all heads' desks
- Wooden tables now look nicer
- 

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1455 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-16 23:27:18 +00:00
baloh.matevz 3af0095ff3 Small tweaks to smooth lattice code. (When you spend 4 hours working with lattice with a red dot in the middle, it becomes almost intuitive that the dot should be there.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1335 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 06:10:40 +00:00
baloh.matevz 64d33a6f0b - Smooth lattice added
- Lattice can no longer be placed on floors
- There can only be one lattice on each tile (no lattice stacking)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1333 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 05:34:25 +00:00
baloh.matevz 67e0554d34 CHANGELOG UPDATED
- Opaque windows (tinted and frosted) now look darker
- Added a trashcart object (trash bin, behaves like a crate)
- Added several recolored spacecash items. Some spawn in the vault.
- Added a new type of cigar.
- Applied the owl costume fixes by DabirA. They look strange when used with a backpack tho.
- Overalls now work for all directions
- Added thermal monocle object (thermoncle)
- Removed the swat_suit (which was broken) and all it's references (from human.dm)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1261 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-24 06:23:59 +00:00
cagerrin@gmail.com 99aabd140e -Changed nuke storage into a vault, vault isn't completely finished(door still needs SPECIAL SNOWFLAKE code), but it works. Map is now 2.0.6 for easy reverting just in case.
-Tweaks to AI core(windows added allowing Captain/HoP to see a bit of the upload, removed a row of rwalls from bridge)(XSI please don't murder me)
-New sprite for PACMAN generators(only for the simplest version right now but I'll get ones for the others soon enough)
-Several new floor tiles(caution striping for plating/white tiles/syndicate shuttle tiles, new tiles for vault).
-New sprites for grey shuttle walls(proper external diagonals, internal wall/red shuttle tile diagonals)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1231 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-22 04:05:04 +00:00
cagerrin@gmail.com 7bc4a325fd -Reapplied gradient to directional table sprites. Gradient is now matching across all normal directional tables including center.
-Recoloured a stray line on south-facing wood tables that didn't match with other wood parts.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1202 316c924e-a436-60f5-8080-3fe189b3f50e
2011-03-18 07:48:17 +00:00