ZomgPonies
3d4dd919c7
Merge pull request #156 from alex-gh/halloss_fix
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halloss now makes you slower instead of faster
2014-02-11 18:49:56 -05:00
alex-gh
3cc986206c
halloss now makes you slower instead of faster
2014-02-11 13:22:36 +01:00
ZomgPonies
f30cd8e96b
Some statue tuning
2014-02-11 02:45:36 -05:00
Giacomand
2305f8551c
The statue will call dust() when gibbed.
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Increased the range of blind() so mobs just outside his can_be_seen() check won't stop it from blinding them.
Added a client check for AI stuff.
Conflicts:
baystation12.dme
2014-02-11 02:26:52 -05:00
Giacomand
97e5f285d2
Changed their name and description so they almost match with the ordinary statues.
2014-02-11 02:26:04 -05:00
Giacomand
e9d4226480
Fixed statues trying to attack mice behind walls.
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Buffed their speed and damage.
Reduced their vision range a bit.
Statues will now attack nearby mobs when after a target.
2014-02-11 02:25:46 -05:00
Giacomand
d3f086e942
Adds a new statue hostile mob!
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This hostile mob is very much like other monsters that move/kill you when you don't look at them.
This mob is also designed to be player controlled and has spells to get around the 360 vision problem, such as flickering lights and causing people around it to go blind for a short duration.
CANPUSH is now used by simple_animals
Added 4 directional sprites for the statue.
Conflicts:
code/modules/mob/living/simple_animal/simple_animal.dm
2014-02-11 02:25:10 -05:00
Segrain
3b86b29063
Check for verb removal.
2014-02-10 07:01:30 -05:00
Zuhayr
6302573ed3
Fixes #4223
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Conflicts:
code/modules/mob/living/carbon/human/human_damage.dm
code/modules/mob/living/carbon/human/human_defense.dm
2014-02-10 07:00:58 -05:00
Zuhayr
56e71df462
Generalized yank_out_object().
2014-02-10 06:53:25 -05:00
Loganbacca
c58f30564f
Fixed shrapnel embedding
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Conflicts:
code/modules/mob/living/carbon/human/human_defense.dm
2014-02-10 06:53:09 -05:00
Rob Nelson
c86063c271
Fix genetics spells not working. GG for not using panel variable, nerds.
2014-02-06 23:52:20 -05:00
ZomgPonies
52f7f84999
Diona fix
2014-02-06 23:51:34 -05:00
Segrain
bde40bd95e
Surgery tracking.
2014-02-05 22:54:51 -05:00
ZomgPonies
95a0c8f7e3
compile fix
2014-02-05 22:53:46 -05:00
Ccomp5950
27b4fa0001
Mouse Attack_Logs disabled. Admins rejoice.
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No more mice in disposals spamming the hell out of admins everytime someone flushes items.
Conflicts:
code/modules/mob/living/living_defense.dm
2014-02-05 22:53:24 -05:00
ZomgPonies
74c3c6e83b
compile fix
2014-02-04 03:09:04 -05:00
Rob Nelson
75a5337996
Try using backpack for failed item storage first.
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Conflicts:
code/modules/mob/mob.dm
2014-02-04 03:08:37 -05:00
ZomgPonies
77417edf6e
Revert "New fonts work first iteration"
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This reverts commit 172a4dfc51 .
2014-02-04 02:47:14 -05:00
ZomgPonies
172a4dfc51
New fonts work first iteration
2014-02-04 00:54:24 -05:00
ZomgPonies
3cedb27fe6
Bugfixes
2014-02-03 18:33:05 -05:00
Fox-McCloud
4cd875c88a
Various Tweaks and Fixes
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Adds a replacement for Doctor's Delight (For Syndicakes, valid salad,
etc), fixed chem dispenser NanoUI sizing, and change plasma color from
orange to the canonical purple.
2014-02-02 06:27:13 -05:00
RKF45
e7e7001aae
New preferences
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Conflicts:
code/modules/mob/new_player/preferences_setup.dm
2014-02-02 01:58:16 -05:00
ZomgPonies
564c7bd6ac
Fixing up alien reagents
2014-02-02 00:35:51 -05:00
Rob Nelson
f77a0e147b
Golem runes use a different method for signing up.
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Conflicts:
code/modules/mob/living/carbon/metroid/metroid.dm
html/changelog.html
2014-02-01 21:28:17 -05:00
Rob Nelson
17cb2faa3d
GC stats
2014-02-01 21:08:30 -05:00
Rob Nelson
dff30f497c
Fix borgs and pAIs not being able to use common.
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Conflicts:
code/modules/mob/living/say.dm
2014-02-01 21:07:14 -05:00
Rob Nelson
65792246c5
Allow borgs to fake talking on common, and support wires on more mobs.
2014-02-01 21:04:30 -05:00
Loganbacca
c8f868669c
Tail rendering fix
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Spotted this while working on collars code
Moved tail layer before hand layers, so tails don't render over held items
2014-02-01 19:05:28 -05:00
Loganbacca
7918053159
Cleaned collar rendering code
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Removed colon
Removed need for collar variable
Corrected TOTAL_LAYERS define
Conflicts:
code/modules/mob/living/carbon/human/update_icons.dm
2014-02-01 19:05:12 -05:00
Loganbacca
695726b36f
Suit collars
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Adds a collar overlay above the helmet layer if the suit has one
Suit needs an identically named sprite in icons/mob/collar.dmi
Suit also needs 'collar = 1' set in utility.dm
Trenchcoats are go!
Conflicts:
code/modules/mob/living/carbon/human/update_icons.dm
2014-02-01 19:03:39 -05:00
Ccomp5950
706214f57c
Deadchat sanitized so players can't use HTML.
2014-02-01 18:40:27 -05:00
Loganbacca
6f655a1686
Added underwear rendering to character setup screen
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Also culled unused underwear names from global_lists.dm
Conflicts:
code/modules/mob/new_player/preferences_setup.dm
2014-02-01 18:34:49 -05:00
Ergovisavi
311528762c
Walking mushrooms will inherit some of the original properties of the food item that they were spawned from.
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Walking shrooms with ckeys will not gain levels, unlike wild ones, to keep things from getting silly.
2014-02-01 05:30:44 -05:00
Ergovisavi
56c703ed6f
Expanded on walking mushroom fights. Walking mushrooms now all have different colored caps, and you can save them from being eaten by feeding them a mushroom so they can live to fight another day.
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Conflicts:
icons/mob/animal.dmi
2014-02-01 05:30:23 -05:00
Ergovisavi
f85ac1af63
Walking mushrooms will now hunt and eat eachother, growing stronger when they do! The stronger they get, the better the quality of the mushroom slices you can butcher out of them! Don't smack em yourself though, or you'll bruise them, and they won't get stronger from being eaten.
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Conflicts:
baystation12.dme
code/modules/mob/living/simple_animal/friendly/mushroom.dm
2014-02-01 05:27:59 -05:00
Rob Nelson
438e84c301
Different method of pAI/Posibrain recruiting.
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Conflicts:
code/modules/mob/living/carbon/brain/posibrain.dm
code/modules/mob/living/silicon/pai/recruit.dm
html/changelog.html
2014-02-01 03:00:26 -05:00
Fox-McCloud
34185330f1
Reverts Brain damage factor
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Reverts brain damage factoring into health for future potential plans.
2014-01-31 02:50:19 -05:00
Rob Nelson
ec70d13056
SINGULOTH OPTIMIZATIONS - See full commit for details.
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* qdel() instead of del(), wherever possible.
* Optimized gravpull logic
* /atom/movables can override canSingulothPull() logic to add gravpull exceptions (unless singuloth is 2fat)
* assigned_role energy boosts changed into a switch() statement
Conflicts:
code/modules/mob/living/carbon/human/human.dm
code/modules/mob/mob.dm
code/modules/power/singularity/singularity.dm
2014-01-31 02:34:39 -05:00
ZomgPonies
3633c2dcb7
Fixed some broken flags
2014-01-29 23:31:22 -05:00
Zuhayr
b63400ad69
Compile fix.
2014-01-29 16:56:53 -05:00
Zuhayr
b716bf5e1c
IPC tweaks.
2014-01-29 16:56:20 -05:00
Zuhayr
5da7b52133
IPC brain surgery code.
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Conflicts:
code/modules/organs/organ_external.dm
2014-01-29 16:55:30 -05:00
Zuhayr
e3ce3d4b66
IPC feeding from APCs, IPC lack of reagent processing.
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Conflicts:
code/modules/mob/living/carbon/human/life.dm
code/modules/power/apc.dm
2014-01-29 16:51:11 -05:00
Fox-McCloud
57f113b427
Chemistry and Brain Damage
2014-01-29 00:58:58 -05:00
Rob Nelson
b97a21ed94
Check for internals and accessibility on toxic farts.
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Conflicts:
code/modules/mob/living/carbon/human/emote.dm
2014-01-28 23:38:31 -05:00
Ccomp5950
b79edf513c
Sniper Rifle fix.
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You have no HUD when zoomed. None, I'm unable to move every HUD element while zoomed in so you lose it. Consider it part of your concentration while zoomed in.
If you move while zoomed in you automatically zoom out, you lose concentration.
If the rifle isn't in your active hand you can't zoom in.
Conflicts:
code/modules/projectiles/guns/energy/special.dm
2014-01-28 23:30:02 -05:00
ZomgPonies
bd946b0ab1
Fixes for new species
2014-01-28 16:33:02 -05:00
Zuhayr
e87855633f
Actually applied nymph speech and name change.
2014-01-28 15:35:08 -05:00
Zuhayr
b556d59cfe
Fixing case on some del() calls.
2014-01-28 15:34:24 -05:00