Commit Graph

6981 Commits

Author SHA1 Message Date
Arokha Sieyes 449dcbb0b7 Refactor Digestion 2018-01-10 02:06:13 -05:00
Leshana 807f1c7b4b Merge remote-tracking branch 'polaris-upstream/master' into polaris-sync-2018-01-09
# Conflicts:
#	code/game/objects/items/devices/communicator/UI.dm
#	code/game/objects/structures/flora.dm
#
2018-01-09 14:40:09 -05:00
Arokha Sieyes 327b848490 Merge pull request #2581 from OrbisAnima/Orbis-Wilderness
Wilderness Optimization
2018-01-07 21:35:29 -05:00
Leshana 224fe42e77 Prepare Atmospherics Machinery for SSatoms (#4501)
* to_chat() replacement.

* Revert calling target.init_dir() before connecting.

* This change was added in https://github.com/PolarisSS13/Polaris/pull/3775 to counteract `dir` not being set prior to New() for dynamically loaded maps.  The root cause was /atom/New() not calling _preloader.load().  Undoing the change now that /atom/New() is fixed.
* The addition of the init_dir() proc itself however, is useful, because there ARE other times some atmos machinery will want to re-initialize its dir, specifically whenever it is rotated.
* init_dir() must be called in the constructor of all atmospherics machines capable of connecting to another.   Since it has to happen for ALL machines, lets move that call to /obj/machinery/atmospherics/New()

* Rename /obj/machinery/atmospherics initialize() to atmos_init()

* These days `initialize()` is used to handle general object initialization that is moved outside of New().  The node connection discovery of atmos machinery needs to happen after all that, and so needs to be in a separate proc.
* Make sure to actually call atmos_init during system startup.
2018-01-06 10:52:56 -06:00
Neerti e23c002eb5 Merge pull request #4493 from Atermonera/Weatherapp
Weatherapp Update
2018-01-06 09:18:49 -05:00
Atermonera 132e20ba52 Nanoui rounding 2018-01-05 23:04:55 -08:00
Arokha Sieyes f0023b5c9a Commlink QoL
Makes it properly auto-register your name instead of coming as Unset every time.
Makes messages to Commlinks properly stay in the commlink user's head.
2018-01-05 17:57:39 -05:00
Leshana f50d5153ff Merge pull request #2681 from VOREStation/aro-nsfwhos
Gives the HoS a KHI-102b NSFW
2018-01-05 14:21:59 -05:00
Anewbe 2b2a5dc565 Merge pull request #4503 from Neerti/1/1/2018_bonfires
Adds Bonfires
2018-01-05 13:36:19 -05:00
Neerti 42a421e8e1 Adds Bonfires 2018-01-05 02:35:19 -05:00
Arokha Sieyes 5c6637cffa Gives the HoS a KHI-102b NSFW
It's just my fluff gun. But sharing is caring.

From the ingame fluff:
"Variety is the spice of life! The 'Nanotech Selectable-Fire Weapon' is an unholy hybrid of an ammo-driven energy weapon that allows the user to mix and match their own fire modes. Up to three combinations of energy beams can be configured at once. Ammo not included."
"This gun is an energy weapon that uses interchangable microbatteries in a magazine. Each battery is a different beam type, and up to three can be loaded in the magazine. Each battery usually provides four discharges of that beam type, and multiple from the same type may be loaded to increase the number of shots for that type."
"The Kitsuhana 'Nanotech Selectable Fire Weapon' allows one to customize their loadout in the field, or before deploying, to achieve various results in a weapon they are already familiar with wielding."

The HoS's includes 2 lethal, 2 stun, 1 net, and 1 ion battery. There are other batteries (like instagib!) but there's no way to get them normally. There's also one that strips people.
2018-01-04 23:57:11 -05:00
Leshana 28c193cbdb Merge remote-tracking branch 'refs/remotes/polaris-upstream/master' into polaris-sync-2018-01-04
# Conflicts:
#       code/game/objects/items/devices/communicator/communicator.dm
#       code/modules/client/preference_setup/occupation/occupation.dm
#       code/modules/mob/living/simple_animal/animals/cat.dm
#       code/modules/mob/mob_helpers.dm
#       code/unit_tests/zas_tests.dm
#       maps/southern_cross/southern_cross-1.dmm
#       maps/southern_cross/southern_cross-3.dmm
#       maps/southern_cross/southern_cross-6.dmm
#       vorestation.dme
2018-01-04 22:44:04 -05:00
Neerti 250fe6e2ff Fixes Exploit with Power Tools 2018-01-04 03:08:56 -05:00
Neerti 58a8e6a066 Merge pull request #4499 from Neerti/1/3/2018_why
Fixes Exploit with Power Tools
2018-01-03 15:50:02 -05:00
Neerti 5a0a04d2dd Fixes Exploit with Power Tools 2018-01-03 15:40:43 -05:00
Neerti 9ab7c0bf0c Merge pull request #4470 from VOREStation/vplk-ss-machines
Convert machinery controller to StonedMC subsystem
2018-01-02 23:21:47 -05:00
Anewbe d1422641bf Merge pull request #4475 from Neerti/12/31/2017
Adds Visual Cleavage
2018-01-02 20:04:50 -05:00
Anewbe 2f84a7dc95 Merge pull request #4489 from VOREStation/qdel-hints-gen5
Additional Destroy proc fixes
2018-01-02 20:04:02 -05:00
Anewbe 7ec8c9614f Merge pull request #4479 from Neerti/1/1/2018_handtele_fix
Removes Hardcoded Z-check on Handteles
2018-01-02 20:01:09 -05:00
Leshana cc3397c4fa Fixes "was unable to be GC'd" when deleting tanks. 2018-01-02 13:13:49 -05:00
Atermonera e004d1c4ec Weather app has atmospheric scan 2018-01-01 23:43:24 -08:00
Cyantime 496f6368fb Fixes flashlight eye exams 2018-01-01 21:23:45 -05:00
Neerti 27ff2bd736 Removes Hardcoded Z-check on Handteles
Instead they use the using_map datum to see if the person using a hand-tele is on an admin level.
2018-01-01 06:41:17 -05:00
Neerti 6026e98784 Merge pull request #4469 from Verkister/bonks
Fixes unfoldable boxes.
2017-12-31 06:11:57 -05:00
Neerti bde9ae6f7e Adds Visual Cleavage
Axes executing a cleaving attack now has a visual effect to show the tiles that can potentially get hit.
Gives hatchets and the energy axe the ability to cleave.
2017-12-31 05:53:39 -05:00
Neerti bbe5fda915 Merge pull request #4466 from Atermonera/Weatherapp
Adds a weather app to the communicator
2017-12-30 21:44:21 -05:00
Leshana 064f2fe9ca Additional types which need Destroy to return qdel hints (and other Destroy fixes) 2017-12-30 16:02:27 -05:00
Leshana a1734c97e9 Moved makepowernets() into SSmachines initialization proc. 2017-12-29 15:32:06 -05:00
Leshana a97a574278 Transformed the machinery processor into an StonedMC subsystem
* This is PHASE 1 of a multi-phase conversion.  In this first phase we implement the subsystem, but leave it processing the existing global list variables.  In the next phase we will switch to use datum variables in the subsystem.  The main reason for splitting into two phases is ease of code review; change the meaningful code without the hundreds of machines -> SSmachines.machinery substitutions.
* We did declare macros for adding/removing things to the processing lists, and convert everywhere to use the macros.
* Added var/is_processing to /datum to keep track of whether an instance is already in a processing list (prevents it being in the list twice!) and also debugging, making sure its not in two lists etc.
* NOTE: The global machines list is **no longer sorted** for performance reasons.  As far as I know, the only module that actually ever cared was cameras.   Our camera system already handles its own sorting in the cameranets anyway, so it should no longer be needed.
2017-12-29 15:31:59 -05:00
Verkister 2874f018e8 Bodysnatcher message tweak.
-Assume this. (tweaks out a hardcoded "his")
2017-12-29 15:39:42 +02:00
Verkister 7e99f11fe6 Fixes unfoldable boxes.
-Apparently storage proc for this thing was changed to return 1 regardless if the item had the quick empty verb or not, which in turn triggered the very first nope of the box specific code.
-Boxes can be quick emptied but lack the actual verb apparently?
2017-12-29 13:28:44 +02:00
Atermonera 7870ee529c Adds a weather app to the communicator
Splits communicator.dm into multiple files
Also a few bits from my PDA->communicator project, should be commented out
2017-12-28 21:33:23 -08:00
Arokha Sieyes d998f36c38 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into sync2018
# Conflicts:
#	code/game/objects/structures/signs.dm
#	code/modules/mob/living/carbon/human/human.dm
#	code/modules/mob/living/carbon/human/species/station/station.dm
#	code/modules/mob/living/carbon/human/species/virtual_reality/avatar.dm
#	code/modules/mob/living/carbon/human/update_icons.dm
#	code/modules/organs/organ_icon.dm
#	maps/southern_cross/southern_cross-1.dmm
#	maps/southern_cross/southern_cross-3.dmm
#	maps/southern_cross/southern_cross-6.dmm
#	vorestation.dme
2017-12-26 23:07:58 -05:00
BothNevarBackwards 4540f770d4 Lots of species stuff ported from Baystation (#4442)
* Ports species based footprints from bay
- https://github.com/Baystation12/Baystation12/pull/17935
- https://i.imgur.com/ojAU373.png
- Unathi use claw on right
- Taj and tesh use paw in center

* Flash stuff glasses protection things

* Flash stuff actual thing

* Organ mult thingy

* Floaty eyes and cloak setup

* Species falling
2017-12-26 14:28:21 -05:00
Woodratt ed9395e58f SC Stupid Sized Map Update
Or how Woodrat spent too long on something that was supposed to be simple.

- Addition of a Explorer Radio Channel and headsets.
- Explorers and Search and Rescue job slots added
- Adjustments to the pilot job including getting rid of the flatcap
- Map fixes, adjustments, (including signs pointing to cryo) planetside side map additions splitting up of the wilderness into two area sections
- Disabled lighting on the arrivals shuttle area once it is docked with the station, should help with the whole issue of lighting bugging out and having dark space
- Fixed EMS jacket missing icons
- Fixed Research signs being missing for some reason, addition of directional signs for cryo
- Addition of a Search and Rescue Winter coat
- Probably a dozen other small bug fixes I forgot, and bug additions

Tested, seems fine. At least in short tests.
2017-12-24 07:04:34 -08:00
mistyLuminescence c986d57c34 Med Pill Blue Pill (#4404)
* Fixes 4412
* Rebalanced medical gear spawns
* Pill bottle code touched up
2017-12-23 14:45:24 -08:00
killer653 3a2093ef40 Polaris sync 2017-12-21 04:01:07 -05:00
Atermonera 4b2ac88720 Research level typos 2017-12-17 19:48:15 -08:00
OrbisAnima 0f8793a910 Wilderness Optimization
-Re enables the wilderness, with the temple and a rather poor crash
site.
-Updates the Lazy Mob spawner with some more optimizations, and a few
uses.
-Leaves a version of the crashsite with the original items and the new
system, I wasnt able to make it work without butchering it, and since I
am not that good of a mapper, I opted to leave it on the hands of people
that know what they are doing to improve the original, and making it
work, while leaving one that works.
-Changed the path of the teleports just to fuck up with Ketrai :)

Note to admins: Since this introduces 8 new z levels, all of which have
a check to generate or not a tree (think roughly a bit less than 100k
tiles checking for those), game init for objects went from 32 seconds to
71 seconds, so expect a rougher start on update.
Note to Ace: Does this counts as my Gateway Contest map? :P

additional notes: If performance takes a severe hit, init could be
severely reduced by reducing the trees chance to 2, or even placing
trees by hand on the maps.
2017-12-17 23:35:00 -03:00
Verkister cb9057befa Some dogborg equipment fixes.
-Fixes dogborgs and such not getting the basic starter tools.
-Readds sec and med huds for accessing records and such.
2017-12-13 11:26:52 +02:00
Anewbe 3b89c5e320 Merge pull request #4384 from Belsima/maid
Adds maid bonnet, more hair pins, and adds maid uniform to locker.
2017-12-12 19:51:35 -06:00
mistyLuminescence 203110bc8f Fixes rollers and mediborgs (#4430)
* Fixes rollers and crisis borgs

* a space
2017-12-11 00:47:52 -06:00
Anewbe ebdf9b191b Merge pull request #4425 from MisterLayne/energy_spear_fixed
Energy Spear
2017-12-11 00:47:05 -06:00
Anewbe 8e51d6d9a0 Merge pull request #4424 from PrismaticGynoid/crawl
Crawling
2017-12-11 00:46:16 -06:00
Spades a0a4c88274 Merge pull request #2522 from OrbisAnima/orbis-spawner
Mobs Lazy Spawner
2017-12-10 11:10:03 -05:00
MisterLayne 0e5a097534 Second time is the charm. 2017-12-09 09:38:03 -05:00
Neerti 791754b2de Merge pull request #4382 from Anewbe/parachute
Adds parachutes
2017-12-08 20:17:51 -05:00
Belsima 8d3ceab287 grammar never ends (#4421)
* Update Sleeper.dm

* Update robot_fabricator.dm

* Update requests_console.dm

* Update vr_console.dm

* Update teleporter.dm

* Update records_scanner.dm

* Update mercrenegade.dm

* Update clown_items.dm

* Update firstaid.dm

* Update teleporter.dm

* capitalization fixes

* Update clown_items.dm
2017-12-08 15:30:34 -06:00
PrismaticGynoid 1642ce2558 Crawling
Mobs now have the ability to "crawl" to an adjacent turf by click-dragging themselves to it. This would allow people unable to stand to still move around, though very slowly. You could also do this to other movable mobs or objects, if you really wanted to.

Moving this way takes about 2.5 seconds, plus half a second for each point of weakness you have. For a person missing a leg, this would take 5 seconds. It only works if the mob doing this is alive, conscious, unrestrained, not stunned or paralyzed, and in an area with gravity - no crawling through space.

Mobs lying on the ground - again, with similar restrictions - are now able to buckle themselves to chairs or beds. For people missing legs or feet, this means no more being stuck helpless on the ground forever because Baldie McGreytide clicked on your wheelchair.

Tested in many different situations, and I've patched every bug that popped up.
2017-12-08 10:26:06 -08:00
Mechoid 1175713235 Merge pull request #4408 from Anewbe/adv_kit_tweaks
Reduces adv medical item healing from 5 to 3
2017-12-07 16:22:13 -08:00