Commit Graph

6875 Commits

Author SHA1 Message Date
MrPerson 586125b939 Also screwed up an examine bit. 2014-02-28 22:22:11 -05:00
MrPerson 2b98a6d638 Woops fucked up Tourette's 2014-02-28 22:21:51 -05:00
MrPerson 5bb608e56e Redo of jitteriness and dizziness.
Fixes #2923

Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_defines.dm
	code/modules/reagents/Chemistry-Reagents.dm
2014-02-28 22:21:33 -05:00
ZomgPonies a39b199cfb Exploit fix 2014-02-28 21:24:01 -05:00
Rob Nelson 034a54cc62 Fix some fire issues. (Implements Redmine #135) 2014-02-28 19:51:44 -05:00
Rob Nelson 4efa7e1b8d Prevent the PA from getting animated. Fixes Redmine #116 2014-02-28 19:48:55 -05:00
d3athrow f546df26c5 Fix pAI not being picked when volunteered 2014-02-28 19:46:11 -05:00
d3athrow 1e95f6e641 Ragin mages
Conflicts:
	config-example/config.txt
2014-02-28 19:45:02 -05:00
Rob Nelson 42897c12f9 Further optimize narsie. 2014-02-28 19:34:45 -05:00
Rob Nelson 9550b5877a Hopefully fix gibtonite explosions being fucked. 2014-02-28 19:30:22 -05:00
Rob Nelson 24185de680 Move mining surprise shit around, start working on layout rules.
Conflicts:
	baystation12.dme
	code/game/mining_surprise.dm
	compare_report.txt
2014-02-28 19:29:24 -05:00
Rob Nelson e6ce757d4c Update PA.
Conflicts:
	code/modules/power/singularity/particle_accelerator/particle_control.dm
	compare_report_tg.txt
2014-02-28 19:22:20 -05:00
Rob Nelson a193627543 Fix emotes.
Conflicts:
	html/changelog.html
2014-02-28 19:19:17 -05:00
Rob Nelson 6835e396bd Compilefix 2014-02-28 19:18:47 -05:00
Rob Nelson cc1cb0553e Add hugs. 2014-02-28 19:18:31 -05:00
ZomgPonies 347bce3c06 Gibtonite fixes 2014-02-28 19:16:34 -05:00
Aryn fcf8509635 Reverted unrelated ZAS modification and unnecessary check. 2014-02-28 17:50:12 -05:00
Aryn 52e2a3d1c6 Lighting seems to be working now. 2014-02-28 17:48:55 -05:00
Aryn 5b2f811b71 Lighting system is too buggy to continue until I know wtf is going on
Conflicts:
	baystation12.dme
	code/game/turfs/turf.dm
2014-02-28 17:47:50 -05:00
ZomgPonies 95cbd2478b Xeno mode fixes 2014-02-28 17:37:19 -05:00
ZomgPonies ee85462e08 Fuck fonts forever always 2014-02-28 16:03:49 -05:00
ZomgPonies fc7e9a594d Font changes 2014-02-28 15:43:50 -05:00
ZomgPonies f545101e87 Merge branch 'font'
Conflicts:
	code/modules/client/client procs.dm
	code/stylesheet.dm
	fonts/skrell.ttf
	fonts/slime.ttf
2014-02-28 15:26:59 -05:00
ZomgPonies 2dab3f9afb Deactivate Text2Speech due to CPU usage 2014-02-28 15:15:36 -05:00
ZomgPonies b1f8d67c34 runtime fixes 2014-02-26 16:56:00 -05:00
ZomgPonies 1358b11e46 ZAS overhaul 2014-02-22 23:10:37 -05:00
ZomgPonies 1ab8df4b13 Garbage collection fixes 2014-02-19 20:24:31 -05:00
Ccomp5950 214af388ec pAI / MMI emote fixes.
Fixes #4191
2014-02-19 19:38:24 -05:00
Ccomp5950 acfc98c608 This is rather ironic...
My VERY FIRST PR, I used it to make ghost chat be bold, instead of using viewers() to figure out
what ghosts could see the mob, I used get_mob_in_view() which sounded pretty descriptive.

Unfortunately for me it was one of the most CPU intensive ways of determining who could view the speaker for this.

So yeah, removing the second get_mobs_in_view and replacing it with viewers()

Yes this code has been in since Oct/Nov time frame :(
2014-02-19 19:38:13 -05:00
Ccomp5950 e7fd4ae332 Supermatter will stop processing when it's in space.
Conflicts:
	code/modules/supermatter/supermatter.dm
2014-02-19 19:33:40 -05:00
Ccomp5950 a2e9bce1cb Code effeciency project: apc update_icons
Before:  It updated the icons quite a bit at the start of the game.

After:  It updates more often and quicker, but now it isn't as expensive

Conflicts:
	code/modules/power/apc.dm
2014-02-19 19:31:10 -05:00
Ccomp5950 101372ed11 Code effeciency project: handle_embedded_objects
Before:  EVERYTIME someone moved their character this proc would be called and loop through every organ looking for implanted items to see if it needs to apply damage.

After:  We create a flag that is set when an item embeddes, only when that flag is set do we do that loop through organs upon movement.  Also every 10 ticks while that flag
is set we will check to see if we need to unset it.

Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
2014-02-19 19:26:04 -05:00
GooeyChickenman 99cdcfdf07 Inventory transfer 2014-02-18 17:06:44 -05:00
GooeyChickenman cb60199ebe Inventory transfer 2014-02-18 15:37:00 -05:00
ZomgPonies 3a2b2e6ea9 Nerf weeping angel power by 50% due to new functionality 2014-02-16 19:41:56 -05:00
ZomgPonies b28b80dd34 Updated weeping angel 2014-02-16 18:19:27 -05:00
ZomgPonies 74ecd392df Fix Grey whitelist bug 2014-02-16 07:30:55 -05:00
Incoming 6979765adb rerebalanced the SoC after running the odds
Conflicts:
	code/modules/projectiles/projectile/magic.dm
2014-02-16 05:47:17 -05:00
Incoming d1cbeffbb1 Animate statues in magic stuff/Staff of Change rebalance
Adds animate statues to the Staff of Change pool of mobs
Adds specific synergy between flesh to stone and the staff of animation where if you animate your statue'd people they'll turn to animated statues controlled by the victim who are instructed not to dunk the wizard.

Splits the "animal" sub pool in the Staff of Change into "Beast" and "Helpless Animals" to help raise the odds of the former against the latter. Changed odds will be reported in a comment to follow.
2014-02-16 05:44:51 -05:00
Giacomand 0410d0ac49 Just some general polishing for the statue mobs.
Statue mobs can't change their direction while seen.
Lowered the range for flickering lights.
Lowered the cooldown for blinding people, added user feedback when the spell is used.
The blindness spell will affect people within objects.
2014-02-16 05:44:30 -05:00
Incoming 917370a608 Jay Owen demands that this pull be merged.
Crush a can for Jay Owen.

He has leukemia, please crush a can for Jay Owen.

His only wish is to see a can crushed live in our game.

Sprites by Nienhaus

Conflicts:
	code/game/objects/items/trash.dm
	code/modules/reagents/reagent_containers/food/drinks.dm
	icons/obj/janitor.dmi
2014-02-16 05:42:55 -05:00
Rob Nelson 71c07e208a Improved creature AI and random mob spawning in caves.
Also equipment lockers.

Conflicts:
	code/game/objects/items/weapons/cards_ids.dm
	code/modules/mining/materials.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/ores_coins.dm
	code/modules/mob/living/simple_animal/hostile/mining_mobs.dm
	code/modules/projectiles/ammunition/bullets.dm
	code/modules/projectiles/guns/energy/special.dm
	compare_report_tg.txt
	icons/obj/device.dmi
	icons/obj/mining.dmi
	icons/obj/vehicles.dmi
	maps/tgstation.2.1.0.0.1.dmm
	maps/vgstation1.0.0.dmm
2014-02-16 04:40:18 -05:00
Rob Nelson 6ad3ca77f1 New stuff for mining
Conflicts:
	code/game/mining_surprise.dm
	code/game/objects/structures/wizmobile.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/minerals.dm
	compare_report_tg.txt
	icons/obj/mining.dmi
	icons/turf/walls.dmi
2014-02-16 03:54:39 -05:00
Rob Nelson 08816a6b54 Buff superior welding goggles. 2014-02-15 15:36:06 -05:00
Rob Nelson 7b7cfb605d Comm console is now NanoUI. Fixes github #489, hopefully.
Conflicts:
	code/game/machinery/computer/communications.dm
	code/modules/nano/nanoui.dm
2014-02-15 15:33:45 -05:00
ZomgPonies 31c435f5cf Merge pull request #157 from alex-gh/diona_nerf
Dionas now require more light to heal, being in darkness causes more dam...
2014-02-15 12:39:56 -05:00
ZomgPonies ce68d107e3 Merge pull request #160 from alex-gh/bs12_fixes_optimizations
Fixes and optimizations cherry picked from BS12
2014-02-15 12:39:30 -05:00
alex-gh a496d709f3 Added 2 new AI icons by Wisewill 2014-02-14 17:06:58 +01:00
Loganbacca f60e7c6488 Fix handcuff resist - layer bug
Fixes #4324

Resisting out of handcuffs was leaving the handcuffs layer set to 20 (over top of the UI).
Changed it to use the drop_from_inventory() proc so it handles the drop event correctly.
2014-02-14 14:32:28 +01:00
Loganbacca 078e5af528 Fix item drop layer bug
Similar to the handcuff resisting layer bug.

When removing an item from your inventory that has associated inventory slots, items that were dropped from the extra inventory slots would be dropped with incorrect layer variables (set to 20 so they were rendered over the UI).
Now when the extra items are dropped, it calls the drop_from_inventory() proc, which correctly changes their layer back.
2014-02-14 14:32:05 +01:00