Commit Graph

1969 Commits

Author SHA1 Message Date
ZomgPonies 73f12189b7 First step in regrouping all non-spell abilities under the same tab to facilitate UI navigation. 2014-05-18 00:58:25 -04:00
jack-fractal 05da6ed973 adding modifications to cult mode, working spirits, and mask transformation procs
Conflicts:
	code/game/gamemodes/cult/runes.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_movement.dm
2014-05-15 05:16:13 -04:00
jack-fractal 2754b56e0c adding the spirit entity code, fixing the cameraNet so that it compiles properly
Conflicts:
	code/datums/visibility_networks/dictionary.dm
	code/game/machinery/doors/door.dm
	code/modules/mob/living/silicon/ai/freelook/cameranet.dm
2014-05-15 05:06:38 -04:00
jack-fractal 3df35fe03c modifying visibility interface of ai to use generic visibility_interface
Conflicts:
	baystation12.dme
	code/game/gamemodes/malfunction/Malf_Modules.dm
	code/modules/mob/living/silicon/ai/freelook/cameranet.dm
	code/modules/mob/living/silicon/ai/freelook/chunk.dm
	code/modules/mob/living/silicon/ai/freelook/eye.dm
	code/modules/mob/living/silicon/ai/freelook/update_triggers.dm
2014-05-15 04:43:49 -04:00
ZomgPonies a2b05d96f5 Mutiny fixes 2014-05-15 03:16:48 -04:00
ZomgPonies 8aa4d10b75 Trying to fix mutiny mode? 2014-05-15 01:52:27 -04:00
Jeremy Liberman bd249e3a53 Mutiny Mode
Conflicts:
	code/__HELPERS/time.dm
	code/controllers/hooks-defs.dm
	code/controllers/hooks.dm
	code/game/machinery/computer/card.dm
	code/game/machinery/podmen.dm
	code/modules/admin/player_panel.dm
	code/modules/client/preferences.dm
	code/modules/mob/living/carbon/brain/brain_item.dm
	code/modules/mob/living/carbon/human/death.dm
	code/modules/mob/living/login.dm
	code/modules/mob/mob.dm
	code/modules/security levels/keycard authentication.dm
	code/setup.dm
	icons/mob/mob.dmi
2014-05-15 01:01:54 -04:00
Rob Nelson 188593e452 SECURITY FIX: Custom borg names sanitized and copytext'd to MAX_NAME_LEN 2014-05-14 20:12:48 -04:00
Rob Nelson 9d53cfa446 Moved Vox DMI to a subfolder, added species-based random-naming, fixed preview.
Tested.

Conflicts:
	code/game/gamemodes/vampire/vampire_powers.dm
	code/game/gamemodes/vox/heist/heist.dm
	code/modules/admin/verbs/one_click_antag.dm
	code/modules/events/heist.dm
	code/modules/mob/living/carbon/species.dm
	code/modules/mob/mob.dm
	code/modules/mob/new_player/new_player.dm
	code/modules/mob/new_player/preferences_setup.dm
2014-05-14 04:32:18 -04:00
SamCroswell c4d7c91e76 Map Bugfixes, some past due Ninja changes 2014-05-10 22:25:58 -04:00
Zuhayr 61cc809c87 Fixes #4495.
Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
2014-05-05 22:50:38 -04:00
SamCroswell 740991092a Nukeops Weapons Rework
Nukeops now start with a Stechtkin Pistol instead of the C-20r.
In addition, they now have more items available to purchase in their
uplink (Exclusive to Nukeops). They are as follows:
C-20r - 6TC
L6SAW - 10TC
C-20r Mag - 1TC
L6SAW Mag - 3TC
Stechtkin Silencer - 1TC
Advanced Medkit - 3TC

The prices are, of course, subject to change as we observe further
Nukeops rounds.
2014-05-04 10:24:48 -04:00
SamCroswell 39670bf97a Ninja Greentext Fix 2014-05-03 20:52:07 -04:00
SamCroswell aa3dd4b368 Merge pull request #10 from ZomgPonies/master
Update
2014-05-03 16:35:15 -04:00
thatprogrammerguy ac100a8568 A more strict dynamic room selection code, and fixed an incorrect area definition for the dynamic lobby south of customs. 2014-05-02 17:27:57 -04:00
thatprogrammerguy 95dfb85675 Added dynamic areas, currently the only one sits under customs. 2014-05-02 02:52:08 -04:00
Rob Nelson 10350239a5 Add some parts of genetics 2.0 2014-04-30 14:14:24 -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
alex-gh d30973b932 Tweaked traitor probabilities 2014-04-18 07:20:59 +02:00
alex-gh 94d649dbe6 Reworked 'speciesist' objective 2014-04-18 07:17:36 +02:00
alex-gh 6dbe28ee14 Protect objective should select other traitors now 2014-04-17 03:28:38 +02:00
alex-gh d55450f591 expanded find_target_by_role 2014-04-09 01:31:37 +02:00
alex-gh 7f6fc76f3d Added job name to 'debrain' objective 2014-04-08 18:26:07 +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
SamCroswell 514ac5aeb0 Merge pull request #9 from ZomgPonies/master
Update
2014-04-01 12:47:14 -04:00
alex-gh 3132b7f277 Added speciesist objective 2014-03-24 08:54:40 +01:00
alex-gh f0c7296b5d Blob balance tweaks.
Blob will now eat items placed on it.
Blob does not produce light anymore (take that dionas)
Shield blobs now have same brute resist as normal blobs
Attempted to lower the CPU load of the "Pulse" proc.
2014-03-24 02:46:47 +01:00
alex-gh ec14398231 Blob announcement changes. 2014-03-24 01:17:15 +01:00
alex-gh 1482e1cd91 Removed the steal coin objective: We have no mint and no money bags 2014-03-24 00:44:35 +01:00
alex-gh fd65367f41 Added an objective to protect other traitors 2014-03-24 00:40:58 +01:00
alex-gh 4fa7522ada Replaced the brig objective with debrain objective 2014-03-24 00:15:18 +01:00
d3athrow 010ce20abe Fix my landmark stupidity 2014-03-22 06:24:27 -04:00
d3athrow 8ff71e7626 Temporary pod changes
Conflicts:
	maps/tgstation.2.1.0.0.1.dmm
2014-03-22 06:23:49 -04:00
jack-fractal cf8348c25d * adding a 'rejuvinate' function to organs that fixes all types of damage
* adding a 'restore_all_organs' function to living creatures
* adding a 'restore_blood_loss' function to humans
* fixing changeling stasis power to heal organ and blood damage
* fixing adming rejuvinate verb to fix organ and blood damage

Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/organs/organ_external.dm
	html/changelog.html
2014-03-22 02:50:44 -04:00
ZomgPonies e5418629fa Intro Musak 2014-03-10 08:41:42 -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
d3athrow e7c3164306 Possibly fix getting Die objective with a theft objective. 2014-03-10 06:58:11 -04:00
ZomgPonies 950b5bf8d7 Make blob actually vulnerable to fire sometimes maybe? 2014-03-06 22:20:29 -05:00
ZomgPonies 63261dc415 Compile fix 2014-03-06 22:10:07 -05:00
d3athrow 060825b485 Fix ragin mages maybe 2014-03-06 21:06:31 -05:00
ZomgPonies 4e61310dc9 Compile fixes 2014-03-06 17:00:45 -05:00
alex-gh 1ba12a59b8 Added IAA to protected jobs list 2014-03-06 15:25:30 +01:00
Jeremy Liberman b6905e6668 Fixes UI glitch when losing cuffs from fractures, resisting, or cult magic
Conflicts:
	code/modules/mob/living/living.dm
2014-03-05 22:27:33 -05:00
d3athrow 1a1103a77b Fix getting die a glorious death along with a theft objective 2014-03-03 20:45:27 -05:00
ZomgPonies 41ea3775b4 Xenos update 2014-03-03 00:08:06 -05:00
ZomgPonies 157d6c987c Moar Xeno/xeno gamemode fixes 2014-03-02 19:36:42 -05:00
ZomgPonies 78c70e4ce9 Xeno fixes 2014-03-02 04:45:59 -05:00