Commit Graph

1194 Commits

Author SHA1 Message Date
Markolie
3aa1399995 Implement usesound/toolspeed 2017-03-07 16:46:28 +01:00
Crazy Lemon
5e1bd050f8 Merge branch 'master' into adminin 2017-03-03 23:23:40 -08:00
davipatury
d78d800d8a Tank dispenser nano-ui. 2017-02-27 19:14:20 -03:00
uraniummeltdown
d0d2c63f30 remove trailing returns, alter checks, setdir, light_range 2017-02-27 15:03:28 +04:00
uraniummeltdown
0c7ec9d330 Merge remote-tracking branch 'remotes/upstream/master' into statues
# Conflicts:
#	_maps/map_files/cyberiad/cyberiad.dmm
2017-02-27 14:27:24 +04:00
Fox McCloud
fbed82b080 Merge pull request #6570 from SamHPurp/no-ghost-spin
Refactors the Chair Rotate verb
2017-02-25 06:51:57 -05:00
Sam
83e616d8d8 Removes a superfluous return
Hopefully the final change..
2017-02-25 09:08:41 +00:00
Sam
e1abe58da7 Fixes indentation 2017-02-24 20:09:17 +00:00
Sam
79d5d7dc0c Removes an unnecessary 'else' statement
Tidies the code up a bit more
2017-02-24 20:05:59 +00:00
Sam
d376c1a5da Now uses setDir
Tested, and didn't break anything.
2017-02-22 23:38:43 +00:00
Sam
cde421e0eb Refactoring of the Rotate verb
removes a few unnecessary checks. Still not using setDir yet, as I have
yet to work out how it works. To come!
2017-02-22 23:07:18 +00:00
Sam
5bc8c45e82 Stops ghosts from interacting with chairs
Removes the ability for ghosts to spin chairs.
2017-02-22 13:41:29 +00:00
Markolie
481083dfca Variable fix 2017-02-21 13:49:00 +01:00
Markolie
a23493af86 Remove as obj 2017-02-21 13:43:37 +01:00
Markolie
389890bb2d Additional admin interaction additions 2017-02-21 13:26:18 +01:00
Sam
d3e3ed24a4 Dethrones captain, adds crown to hat crate
Removes crown from Captain locker & adds to collectible hat crate
2017-02-20 12:53:12 +00:00
uraniummeltdown
4c6472aa49 rotation for mime statue 2017-02-19 22:39:23 +04:00
uraniummeltdown
7628586ee6 adds mineral statues from TG, added statue recipes for minerals, breakdown sandstone->sand 2017-02-19 21:48:13 +04:00
Mark van Alphen
f42b9cf383 Merge branch 'master' into admin_interact 2017-02-18 15:41:16 +01:00
Krausus
4754d6b4b3 Fixes some sounds not being cached properly 2017-02-17 02:37:26 -05:00
Crazy Lemon
e89bbcd9c1 Merge pull request #6330 from FlimFlamm/box_sprite_addition
Large Cardboard Box Decals/Sprites
2017-02-14 23:12:41 -08:00
Markolie
f701813f6e Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into admin_interact
# Conflicts:
#	code/modules/client/client defines.dm
2017-02-12 00:03:49 +01:00
Markolie
900653ea0e Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into fixxxxx 2017-02-11 20:31:23 +01:00
uraniummeltdown
3df3688e72 move all crates to crates.dmi 2017-02-11 17:44:20 +04:00
Crazy Lemon
cef7f35ce3 Merge pull request #6161 from tigercat2000/goonlights
Goonlights
2017-02-10 19:21:20 -08:00
Markolie
dec9bc71ac Fix music import runtime 2017-02-10 18:59:58 +01:00
Markolie
a4422a41ee Re-add anchored check 2017-02-10 18:57:57 +01:00
Markolie
b0d4f5d92a Various fixes 2017-02-10 18:55:23 +01:00
Markolie
0117892f54 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into admin_interact
# Conflicts:
#	code/game/machinery/doors/firedoor.dm
2017-02-10 18:18:29 +01:00
Markolie
2afd77a54a Split admin interaction into regular and advanced, make more devices ghost-interactable 2017-02-09 19:30:36 +01:00
FlimFlamm
ebed2adc55 This commit updates the name of the new "cardboard_boxes.dmi" file (from boxes.dmi) to prevent future confusion with regular boxes. 2017-02-09 02:08:41 -04:00
Markolie
4a155bfb50 Admin interaction update 2017-02-08 23:27:08 +01:00
FlimFlamm
c14cab9a69 This commit changes the re-sprite mechanic to use a pen instead of crayonbox (as per the convention pointed out by Fox). Removes no longer needed contents checks and re-orders incapacitation check. 2017-02-08 15:12:56 -04:00
Markolie
7039ac7a6f Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into construction
# Conflicts:
#	_maps/map_files/cyberiad/cyberiad.dmm
2017-02-08 19:21:57 +01:00
FlimFlamm
2abbbc7a40 This commit removes the loop used to check contents and instead uses W.contents.len in order to compare the ccurrent number of items in the crayon box against it's max storage capacity (6) to ensure the crayon box is full. Also better usage of returns in order to preserve indentation on code and make it more readable. 2017-02-08 10:08:07 -04:00
FlimFlamm
47427c5aec This commit adds checks to make sure the box is filled with 6 crayons (of any subtype) before the input selection window is presented, and after a choice is made (to prevent people using crayon-less boxes) 2017-02-08 00:26:26 -04:00
FlimFlamm
6ede4c9ef8 This commit improves again the legibility of the list of decal options presented to the user, fixes a minor syntactical error involving ampersands, and deletes superfluous returns at the end of attackby proc. 2017-02-07 03:22:29 -04:00
FlimFlamm
25f5df4ba3 This commit adds adjacency check, item-still-in-hands check, now properly handles null input, and consumes the crayon box upon completion. Everything compiles, and everything works on local environment. 2017-02-06 22:04:36 -04:00
FlimFlamm
4666222ab5 This commit adds a cancel option to the decal selection list and spruces up the names to make them more legible 2017-02-05 23:24:50 -04:00
Markolie
83cd030134 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into construction
# Conflicts:
#	_maps/map_files/cyberiad/cyberiad.dmm
2017-02-05 19:46:41 +01:00
uraniummeltdown
6f774c8e1e added engi+engisec, electric engi from TG and sci+scisec crates from /vg/ 2017-02-05 19:22:07 +04:00
Tigercat2000
129a57bd9b Goonlights
Ports Goon Lighting from /vg/station.

Summary -
 This adds smooth edges to all lighting in order to increase the
 aesthetic appeal of the lighting system.
 It works by using a matrix to change the appearance of the lighting
 overlay sprite, which has been changed to be a base for the matrix to
 modify.
 Ported from /vg/station with the help of @PJB3005. This lighting
 system is a hybrid between Mloc's lighting rewrite and Tobba's
 Goonlights.

Notable changes:
 - Darksight now matters on mobs. The lighting overlays are not
 alpha=255 when they are completely dark, meaning you can still see the
 floor- assuming you can view the turf at all, because it retains the
 luminousity setting.
   - This means Tajaran have 100% night vision again as they are
   intended to. Humans can see in a 3x3 square centered around
   themselves.

   - No, I'm not changing this, if it's even possible. This is how
   BYOND's lighting is meant to work. If you have any complaints about
   game balance, please feel free to make a pull request to change
   see_in_dark values, which will be seperately evaluated.

 - The lighting controller now runs at world.tick_lag, to emulate the
 realtime function of StonedMC. So far with my testing, this hasn't
 caused any noticable performance decreases- the lighting system is
 obviously more expensive than our previous iteration, however, it's not
 the next ZAS ;)

Technical Details:
 - /atom/movable/lighting_overlay/proc/get_clamped_lum has been removed,
 succeeded by /turf/proc/get_lumcount. They behave identically.
 - Turf lighting is actually controlled by four "corner" datums, which
 feed information into the overlay.
 - The way opacity is factored into the system has changed. Anything
 that doesn't use set_opacity is not going to work to block light.
 - /area/lighting_use_dynamic has been renamed to
 /area/dynamic_lighting, for consistency with /turf/dynamic_lighting.
 - Lighting is no longer seperately initialized for away missions. It is
 handled in ChangeTurf() as it should be.

Known & Unfixable issues:
 - There is a 5-10 second delay from starting the round to the lights
 turning on. Attribute it to "the powernet being spun up" if you would
 like to- but it's actually just how long it takes the lighting system
 to update every single turf on the map.

 - When you walk with a light on you, the light will actually jump ahead
 of you before you visually get to the tile. This is because of the
 movement gliding on mobs, realtime lighting actually goes faster than
 the glide takes to complete, so it appears that your lights are moving
 faster than you.

Thank you krausy~

Animated Goonlights

This adds an animate() call to the update_overlays() proc. This makes it
so that any light changes will smoothly transition between the changes
instead of instantly changing their appearance.

Also fixes a few issues pointed out on Github.

Change lighting animation (turns out the old one totally breaks if you toggle a light quickly, whoopsies)

Kill LIGHTING_INSTANT_UPDATES

isturf
2017-02-05 07:08:17 -08:00
Fox-McCloud
390f6768b3 Merge remote-tracking branch 'upstream/master' into botany-rework 2017-02-05 05:26:46 -05:00
FlimFlamm
d01e4c3023 readds a forward slash which was removed in error 2017-02-04 21:51:22 -04:00
FlimFlamm
7432e80d51 This commit modifies cardboardbox.dm in order to have boxes pull sprites from the ew DMI file, and also to trigger the re-spriting option when open boxes are struck with a box of crayons. 2017-02-04 16:25:42 -04:00
Mark van Alphen
fe62b212b4 Merge branch 'master' into lavaland_megafauna 2017-02-02 20:17:31 +01:00
Chakirski
f39fe8ab75 muh future 2017-02-01 21:29:04 -06:00
Chakirski
812c2db2fe closets 2017-01-31 19:14:31 -06:00
Markolie
2b767bb9c9 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into lavaland_megafauna
# Conflicts:
#	code/modules/mob/mob_helpers.dm
#	icons/obj/ammo.dmi
#	icons/obj/guns/projectile.dmi
#	icons/obj/storage.dmi
2017-01-31 17:44:38 +01:00
Markolie
063b5728ad Welp, revert glass airlock changes 2017-01-28 23:39:59 +01:00