alex-gh
02aab3f779
Temporary revert for the new say code.
2014-04-24 10:28:52 +02:00
ZomgPonies
c5c2f52500
Fixed some bugged intents
2014-04-22 11:02:11 -04:00
RavingManiac
850236a137
Shuttle windows replaced with reskinned reinforced glass windows. Number of doors into cockpit reduced to 1.
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Fitness room rearranged to make more sense, with glass around pool.
Conflicts:
maps/tgstation2.dmm
2014-04-22 09:24:46 -04:00
Mike
bf98751d8b
Clean up check for item being equipped
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Moved some common code to item.dm. Someone should probably take a look
at get_equipped_items() in inventory.dm sometime in the future.
2014-04-20 03:50:23 -04:00
Rob Nelson
56d8ce28c8
Part 1 of economy rework: Spacecash refactor - See commit for full changelog.
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* Implements stacking and stack overlays
* Simplified tiers of cash (1,10,100,500,1000, may remove 500)
* Simplified API (dispense_cash, count_cash)
Conflicts:
code/modules/admin/admin_verbs.dm
code/modules/admin/verbs/debug.dm
code/modules/economy/ATM.dm
2014-04-19 20:47:41 -04:00
ESwordTheCat
28b8001188
Implement it to grille.
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Conflicts:
code/game/objects/structures/grille.dm
2014-04-19 20:00:15 -04:00
ESwordTheCat
c43652b33a
Okay shards converted to pool usage now.
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Conflicts:
code/game/machinery/computer/arcade.dm
code/game/machinery/doors/windowdoor.dm
code/game/machinery/telecomms/traffic_control.dm
code/game/objects/structures/displaycase.dm
code/modules/mining/mine_turfs.dm
code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm
2014-04-19 19:57:53 -04:00
ESwordTheCat
907971e8ab
Grille complete pooling.
2014-04-19 19:42:55 -04:00
ESwordTheCat
424df5eaf7
We object pool grille now.
2014-04-19 19:42:42 -04:00
ESwordTheCat
dde219a581
Object pooling immature implementation.
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Conflicts:
code/__HELPERS/experimental.dm
2014-04-19 19:42:04 -04:00
Rob Nelson
9227481a8a
Standardize windows.
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Conflicts:
code/WorkInProgress/buildmode.dm
code/game/machinery/doors/airlock.dm
code/game/objects/items/stacks/sheets/glass.dm
code/game/objects/items/weapons/twohanded.dm
code/game/objects/structures/window.dm
code/modules/mining/mine_items.dm
code/modules/mob/living/carbon/metroid/metroid.dm
code/modules/mob/living/simple_animal/constructs.dm
code/modules/mob/living/simple_animal/friendly/corgi.dm
2014-04-19 19:36:33 -04:00
VelardAmakar
dc6f794368
Adds the ability to construct, destroy, and take apart bookcases.
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Bookcases can be built using 5 wood planks.
Bookcases can be destroyed using weapons(50HP).
Bookcases can be taken apart using a wrench.
2014-04-19 19:13:33 -04:00
fleure
0dcee05ab2
Watertank nozzles no longer delete
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Conflicts:
code/game/objects/items/weapons/tanks/watertank.dm
code/modules/mob/mob_helpers.dm
2014-04-19 18:17:49 -04:00
Ccomp5950
66f3d8ab75
Say code rewrite, Silicon jerks now using new saycode.
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Tracking added for AI's and Observers
Instead of calling GetVoice() over and over for everyone that can hear you we're checking a variable that is updated with Life()
removed a bunch of my debug verbs.
Conflicts:
code/game/machinery/telecomms/broadcaster.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human_defines.dm
code/modules/mob/living/silicon/say.dm
2014-04-19 17:04:29 -04:00
Ccomp5950
9dab2ad8a1
Saycode rewrite initial commit.
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Create structure for modular saycode
Regular chat:
specific_paths/say() -> living/say() -> specific_paths/hear_say()
Radio chat:
specific_paths/say() -> Telecoms shit -> specific_paths/hear_radio()
Humans done.
Todo: AI, Robot, simple_animal, and ghosts.
Conflicts:
code/game/machinery/telecomms/broadcaster.dm
code/game/machinery/telecomms/telecomunications.dm
code/modules/mob/living/carbon/human/human_defines.dm
code/modules/mob/living/carbon/human/say.dm
code/modules/mob/living/say.dm
2014-04-19 16:54:16 -04:00
Jarcolr
abdcf82123
Kicking a grille does 2 less damage; fix for #4557
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It will now take 10 hits to destroy it without using a weapon or tools.
Take that,metagamers!
2014-04-19 16:06:09 -04:00
Jarcolr
b5056c5441
Cannot wash your missing hands anymore
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M as mob changed to user as mob; don't know why it was shortened to 1 letter,but eh.
Conflicts:
code/game/objects/structures/watercloset.dm
2014-04-19 16:01:51 -04:00
Jarcolr
935576f5c4
Can no longer use fire extinguisher closet without hands
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If you did not have hands,you could click on a emergency closet and have it spawn in your hand,and it would stay there,floating.
Cool,right?
2014-04-19 15:53:33 -04:00
RavingManiac
f80d1e702b
Missing files added.
2014-04-19 15:51:27 -04:00
RavingManiac
a06f8b910c
Inflatable barrier boxes added to engineering. Inflatable barrier crates can be ordered by the QM. Briefcase icon_state fixed.
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Conflicts:
maps/backup/tgstation-redux-WIP.dmm
2014-04-19 15:51:07 -04:00
Necaladun
cdb0a47d0b
Fix satchels
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I herped a derp and broke satchels
2014-04-16 16:26:38 +09:30
Necaladun
8796a5b273
Fixed spacelaw
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no longer 404
2014-04-16 12:57:39 +09:30
Necaladun
587de30588
AI law fix
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Changed AI laws in the modules to say crew or organics
2014-04-15 00:29:00 +09:30
Necaladun
c199a41b21
item and map
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Custom items for mark and the map uploaded
2014-04-13 15:09:27 +09:30
alex-gh
9eeb616962
rebalanced Borg/mounted RCD
2014-04-09 22:52:31 +02:00
alex-gh
cfbfa0e993
Smoke rework caused endless loops, reverted.
2014-04-08 01:47:56 +02:00
alex-gh
521ad31671
Revert the new lighting system.
2014-04-07 23:51:35 +02:00
Loganbacca
0fba806c7b
Chemsmoke rewrite
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- Complete rewrite of the chemsmoke spawning code (everything that happens after the reaction to create the smoke).
- Moved it into it's own file since it's a little longer than the old one code-wise.
- Tweaked the smoke sprites; gave chemsmoke directions for more randomization, and tweaked the timing of their animations so they are smooth now.
Most of the code is documented, so you should be able to follow what's going on just reading through it. In short though:
- Chemsmoke now affects a circular area with a variable range depending on the total amount of chemsmoke created (no more 1-of-each-ingredient smoke grenades - sorry).
- The carried reagent volume in the cloud balances itself according to how big the affected area is (larger area, less carried reagent per turf).
- The carried reagent has more volume the closer you are to the centre of the cloud.
- The visual smoke effect scales with how big the affected area is.
Conflicts:
code/game/objects/effects/effect_system.dm
icons/effects/96x96.dmi
2014-04-03 18:21:26 +02:00
Chinsky
7f4388c5a3
Cleaned the fuck out of smoke.
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Conflicts:
code/ATMOSPHERICS/pipes.dm
code/game/objects/effects/effect_system.dm
code/modules/mob/living/carbon/monkey/life.dm
code/modules/organs/organ_external.dm
2014-04-03 18:18:04 +02:00
d3athrow
68012f5017
Fixed a gamebreaking bug
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Conflicts:
code/game/turfs/turf.dm
code/modules/mob/living/carbon/human/life.dm
maps/tgstation.2.1.0.0.1.dmm
2014-03-22 06:22:55 -04:00
Aryn
072bdcde60
I think I fixed everything it is possible to stuff a light source into.
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Conflicts:
code/game/dna/dna_modifier.dm
code/game/machinery/Sleeper.dm
code/game/objects/structures/transit_tubes.dm
code/modules/reagents/Chemistry-Machinery.dm
code/modules/recycling/disposal.dm
2014-03-21 09:58:54 -04:00
Aryn
cff01f9df6
Fixed an annoying bug with giving another player a flashlight,
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opened up at least 100 individual bugs where people kept setting
loc and expecting light updates to catch it.
Conflicts:
baystation12.dme
2014-03-21 09:51:15 -04:00
Ccomp5950
007cd2ded4
PDA NanoUI bugfix.
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modes that update every 5 ticks won't require clicking the pda 5 times to get a UI window open.
We now check to see if a UI already exists if not we don't check
2014-03-16 22:58:54 -04:00
Kzd1
2ac635aacf
-fixed pulse destroyer projectiles not being able to destroy girders
2014-03-12 19:22:06 -04:00
Heredth
5d77dcecaa
Added new vending machines, and changed a couple of other files. Might be worth looking through just to make sure I didnt fuck everything up
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Conflicts:
code/game/machinery/vending.dm
2014-03-11 06:11:12 -04:00
Rob Nelson
5c8ddf2a31
YOOOOO0U. YOU GOT WHAT AH NEEEEEEEED
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Conflicts:
code/__HELPERS/game.dm
code/game/machinery/alarm.dm
code/game/machinery/doors/firedoor.dm
code/modules/client/preferences_toggles.dm
code/setup.dm
maps/tgstation.2.1.0.0.1.dmm
2014-03-11 02:28:58 -04:00
Ccomp5950
1e5514e27e
Code effeciency project: HUD items rewrite
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Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.
After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.
Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm
Conflicts:
code/__HELPERS/mobs.dm
code/game/objects/items/weapons/implants/implanter.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human_damage.dm
code/modules/mob/living/carbon/human/life.dm
code/modules/mob/living/living.dm
code/modules/mob/living/living_defines.dm
code/modules/mob/living/silicon/silicon.dm
code/modules/virus2/helpers.dm
code/setup.dm
icons/mob/hud.dmi
2014-03-10 08:07:29 -04:00
ZomgPonies
c751ee454c
Small fixes
2014-03-06 22:45:38 -05:00
ZomgPonies
8ee94ad622
alien weeds also
2014-03-06 22:23:19 -05:00
ZomgPonies
7ad775b0a2
Statue fixes
2014-03-06 19:59:07 -05:00
ZomgPonies
d15a9c1b99
Museum first iteration
2014-03-06 16:33:41 -05:00
Jeremy Liberman
99a588631a
Wearing masks or straight jackets blocks chewing on your wrists
2014-03-05 22:27:40 -05:00
Jeremy Liberman
55ba32d02d
Fractures and severed limbs cause cuffs to fall off. Deranged spessmen can chew their own wrists to break free.
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Conflicts:
code/game/objects/items/weapons/handcuffs.dm
2014-03-05 22:20:44 -05:00
d3athrow
72f985f3ea
Missed a reference for radio devices
2014-03-05 20:37:40 -05:00
ZomgPonies
16ea3bde04
Compile fixes
2014-03-05 20:37:02 -05:00
d3athrow
796aaa5c61
fix comments
2014-03-05 20:29:40 -05:00
d3athrow
0f0984fa57
hurf
2014-03-05 20:29:10 -05:00
d3athrow
dc50b47971
More Destroy stuff
2014-03-05 20:28:38 -05:00
d3athrow
4f168d8caf
qdel and Destroy() improvements, now done through objects/items/devices
2014-03-05 20:28:17 -05:00
d3athrow
19d339c45d
Furthur optimizing qdel and Destroy for obj/effect
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Conflicts:
code/game/objects/effects/decals/Cleanable/humans.dm
2014-03-05 20:26:40 -05:00