Commit Graph

1208 Commits

Author SHA1 Message Date
ZomgPonies
b9fe3ab514 Added choking people with plastic bags. 2014-06-05 04:43:30 -04:00
Hubblenaut
70d96aedde Makes crashing into things possible with extinguisher or harm intent 2014-06-03 18:46:52 -04:00
Zuhayr
31a1b6e526 Fixes #5098
Conflicts:
	code/game/objects/items/weapons/tools.dm
	code/modules/power/cable.dm
2014-06-01 13:29:18 -04:00
ChuckTheSheep
7491cd7b65 TC use count appears on round end
Conflicts:
	code/datums/uplink_item.dm
	code/game/objects/items/devices/uplinks.dm

Adds Icons and purchase list

Conflicts:
	code/datums/uplink_item.dm
	code/game/gamemodes/traitor/traitor.dm
	code/stylesheet.dm

CSS is hard

Conflicts:
	code/game/gamemodes/traitor/traitor.dm

Mah Indents

Made Purchase Log Text rather than List

Conflicts:
	code/game/objects/items/devices/uplinks.dm

Moved images to top "survived" line

Conflicts:
	code/game/objects/items/devices/uplinks.dm

Boxes show contents

Nuke Ops Group Shaming

Conflicts:
	code/game/gamemodes/nuclear/nuclear.dm

Uses compiled list for uplinks

Conflicts:
	code/game/objects/items/devices/uplinks.dm
2014-05-30 20:28:35 +02:00
ZomgPonies
06bbfcf150 Final Nations patch before live testing. This is going to be painful. 2014-05-27 20:09:10 -04:00
ZomgPonies
581376e191 Nuke ops fixes 2014-05-26 17:57:39 -04:00
ZomgPonies
f36e5d206c Fix secborg tasers 2014-05-26 16:29:03 -04:00
ZomgPonies
11a1deb1ac Trying to cut down on attack lock spam 2014-05-24 17:17:38 -04:00
Rob Nelson
a2cfa562b3 Fix UI syringes not setting UI flag correctly. 2014-05-15 20:10:47 -04:00
alex-gh
b6b5e0a9fc Changed drone laws to be more VG like 2014-05-13 02:44:31 +02:00
Zuhayr
d606d774d8 Adds drones, drone fabrication, commit options. This is the squashed version of the original 22 commit pull, so I'm summarizing.
Conflicts:
	baystation12.dme
	code/controllers/configuration.dm
	code/game/objects/items/weapons/AI_modules.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/silicon/robot/examine.dm
	code/modules/mob/living/silicon/robot/life.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/robot/robot_modules.dm
	code/modules/recycling/disposal.dm
	icons/mob/robots.dmi
	icons/obj/device.dmi
2014-05-12 01:41:02 -04:00
SamCroswell
666a953c6c Requested Map Changes 2014-05-05 19:57:16 -04:00
ZomgPonies
679f0fe293 Merge pull request #194 from SamCroswell/master
Nukeops Weapons Rework
2014-05-04 15:43:03 -04:00
SamCroswell
2d44352d0f Misc. changes 2014-05-04 09:37:28 -04:00
SamCroswell
521467fa3e C4 now explodes on detonation, Stechtkin pistol fix
The Stechtkin pistol now works properly, C4 will now create a small
(Welder tank) sized explosion upon being detonated.
2014-05-04 02:28:06 -04:00
Zuhayr
e79097add3 Several IPC adjustments.
Conflicts:
	code/modules/mob/living/carbon/human/human.dm
2014-05-03 17:42:01 -04:00
Zuhayr
31e95baa78 Fixes for previous commit, sigh. 2014-05-03 17:38:01 -04:00
Zuhayr
75d8633fbe Adding some repair procs to cables and welders for IPC use.
Conflicts:
	code/modules/power/cable.dm
2014-05-03 17:37:46 -04:00
ZomgPonies
36b52731f0 Changing power numbers to balance gun upgrades 2014-05-01 16:23:09 -04:00
Ccomp5950
143016dd07 Code effeciency project: HUD items rewrite
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/modules/mob/living/living.dm

Conflicts:
	code/__HELPERS/mobs.dm
	code/datums/mind.dm
	code/game/objects/items/weapons/implants/implanter.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/human/human.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/ai/ai.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/virus2/helpers.dm
	code/setup.dm
	icons/mob/hud.dmi
2014-04-29 20:34:28 -04:00
d3athrow
49c11d1c9e compile fuck 2014-04-29 13:27:06 -04:00
d3athrow
9951896b71 Can't greytide implant yourself 2014-04-29 13:26:45 -04:00
DJSnapshot
ab58107286 Fixes for Mloc, part 2.
Conflicts:
	code/game/objects/items/weapons/cigs_lighters.dm
2014-04-28 19:15:17 -04:00
DJSnapshot
cc9684fad5 fix for https://github.com/Baystation12/Baystation12/issues/4548 2014-04-28 19:10:39 -04:00
ZomgPonies
6d6592c60b Fixed IPC getting high from smokables 2014-04-28 19:05:27 -04:00
Mike
bf98751d8b Clean up check for item being equipped
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.
* 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
Rob Nelson
9227481a8a Standardize windows.
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
fleure
0dcee05ab2 Watertank nozzles no longer delete
Conflicts:
	code/game/objects/items/weapons/tanks/watertank.dm
	code/modules/mob/mob_helpers.dm
2014-04-19 18:17:49 -04:00
RavingManiac
a06f8b910c Inflatable barrier boxes added to engineering. Inflatable barrier crates can be ordered by the QM. Briefcase icon_state fixed.
Conflicts:
	maps/backup/tgstation-redux-WIP.dmm
2014-04-19 15:51:07 -04:00
Necaladun
cdb0a47d0b Fix satchels
I herped a derp and broke satchels
2014-04-16 16:26:38 +09:30
Necaladun
8796a5b273 Fixed spacelaw
no longer 404
2014-04-16 12:57:39 +09:30
Necaladun
587de30588 AI law fix
Changed AI laws in the modules to say crew or organics
2014-04-15 00:29:00 +09:30
Necaladun
c199a41b21 item and map
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
- 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.
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
Aryn
072bdcde60 I think I fixed everything it is possible to stuff a light source into.
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
Ccomp5950
1e5514e27e Code effeciency project: HUD items rewrite
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
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.
Conflicts:
	code/game/objects/items/weapons/handcuffs.dm
2014-03-05 22:20:44 -05:00
alex-gh
c0d4c2c8f7 re-added death alarm implanters 2014-03-02 09:17:49 +01:00
ZomgPonies
7a87ee111f Compile fixes 2014-02-28 19:09:24 -05:00
Rob Nelson
c7774b3a41 Fully fixed compressed-matter implanter. Tested. (GitHub #526)
Conflicts:
	code/game/objects/items/weapons/implants/implanter.dm
2014-02-28 19:06:39 -05:00
ZomgPonies
1ab8df4b13 Garbage collection fixes 2014-02-19 20:24:31 -05:00
Lokiamis
544c39f7c2 salvage
Conflicts:
	code/game/jobs/access.dm
	code/game/objects/items/weapons/cards_ids.dm
	maps/tgstation.2.1.0.0.1.dmm
2014-02-16 10:38:52 -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