Commit Graph

17074 Commits

Author SHA1 Message Date
Mordeth221 3bff68a9a2 Fixed icon_state of sven-kit to sven_kit 2013-04-23 23:11:12 +02:00
Mordeth221 83719e09de Fixed a silly mistake 2013-04-23 21:37:40 +01:00
Mordeth221 76b2941803 Added custom APLU 2013-04-23 18:56:44 +01:00
fauxtada 272d7925cf Sorry, sorry!
The last commit was full of compiling errors, this fixes that one.
2013-04-22 13:29:23 -07:00
fauxtada 44a67167b3 Uniform Closet Changes
- Adjusted the items that spawn in the mixed wardrobe. Now includes:
--- Colorful shoes.
--- Plaid Skirts. Lady Power.
--- Leather shoes.
- Put dispatcher uniform in security closet for playtesting purposes.
- Nurse dress, orderly uniform, and first responder jacket now spawn in medical closet. Man that thing is full of stuff.
2013-04-21 22:50:52 -07:00
Chinsky b6597c1310 Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bleeding-edge-freeze
Conflicts:
	code/modules/surgery/braincore.dm
2013-04-20 12:11:52 +04:00
SkyMarshal 0f570b5dc8 Same XenoArch computer fix as in master branch. 2013-04-19 16:34:50 -07:00
SkyMarshal bd0d988b23 Fix for Xenoarch machines producing ludicrous amounts of heat.
Defines may need tweaked to produce the desired effect.
2013-04-19 12:40:30 -07:00
SkyMarshal 6a38e51c73 Atmos control auto-update fixes
Air alarms now auto-refresh and have a mechanism to heat or cool rooms.
Space heaters can both heat and cool rooms
2013-04-19 01:52:24 -07:00
Furlucis 17860ff33a Added robotic hands and feet.
Apply screwdriver to robotic arms and legs to get hands/feet. They can
be surgically attached properly, far as I can tell. Also, fixed a few
backwards slashes in text marcos.
2013-04-19 00:41:45 -04:00
SkyMarshal 66cdc1a493 Fixes the runtimes. 2013-04-18 16:58:31 -07:00
SkyMarshal 2637c4d3db Readds air alarms that drop firelocks as well as the Central Atmos Control computer 2013-04-18 12:32:46 -07:00
SkyMarshal ef38bc91bf Fixed some bugs with ZAS closed connections
Sped up air equalization between zones
Fixed an issue where space tiles were not removed from the zone.
Made ZAS debug functions accessible when the mapping verbs are toggled on.
2013-04-18 12:10:20 -07:00
SkyMarshal 846a8ec906 Experimental ZAS capability for heat to transfer through closed doors. 2013-04-18 09:58:38 -07:00
SkyMarshal 1ccceb0e6d Fixes an issue with fire leaving the trace_gases list full of nulls and revert some more of whatever Cael had done to that poor air-movement procedure. 2013-04-18 09:58:37 -07:00
SkyMarshal b0d1d47c23 Fixes lighting, backpacks getting contaminated, and bombs not working. 2013-04-18 09:58:37 -07:00
SkyMarshal 55183ca30a Fix for lighting before roundstart. 2013-04-18 09:58:36 -07:00
SkyMarshal 7827eec629 Plasma no longer contaminates backpacks (They cannot be washed)
Increased speed of zone equalization.
Lighting controller and ticker now initialized after world is set up and a player has joined.
2013-04-18 09:57:28 -07:00
SkyMarshal 2de1809c70 Airflow now prevents doors being bumped open.
Plasma settings changed as per Cacophony
Airflow defaults changed as per Cacophony
Plasma now has an effect other than what happens when breathed. (contamination readded)
Washing machines now clean off contamination.
2013-04-18 09:57:28 -07:00
SkyMarshal 76d561f003 Activated magboots will now, definitely, prevent airflow based grieving of your personage. (Included is a possible fix for airflow opening doors by throwing you at them)
Added in code to debug ZAS tile interactions, currently in the unchecked "Debug" file.
The blasted FloodFill proc now works properly, and zones are connecting right (Should finally fix that damn part of medbay not connecting to the hallway)
Plasma can contaminate again.
The master controller and world startup code has been reworked for faster server boots.
Fixed a runtime originating from a Away Mission map trying to create objects of type "null"
2013-04-18 09:57:27 -07:00
SkyMarshal 690d6bbf06 Fixes the bug with Filters allowing insane overpressurization. 2013-04-18 09:56:53 -07:00
Jupotter e51c3ce3f0 Fix a wrong null check in posibrain
A wrong nullcheck that prevent posibrain searching for a player
2013-04-18 09:56:53 -07:00
Jupotter ca4eb6431b Add check forposibrain without brainmob
This should never happen, but check nonetheless.
2013-04-18 09:56:53 -07:00
jupotter edba034413 Fix posibrain not turning off if no candidate
The reset proc was checking for the presence of a brainmob, while one
was created in the constructor. It should rather check the presence of a
key
2013-04-18 09:56:52 -07:00
SkyMarshal 96cefa4397 Compile fix. 2013-04-18 09:56:52 -07:00
SkyMarshal 710e97bcc6 fuel is now a bit less derpy. Napalm produces volatile fuel, and less of it. Fire consumes more welding fuel. 2013-04-18 09:56:52 -07:00
SkyMarshal 81c0c5cb6d Napalm can now be made, due to fire changes. 2013-04-18 09:56:51 -07:00
SkyMarshal 5c5b7028b0 Fire update. Should now burn out after a time, and temperature varies on a number of conditions. Fixed a runtime, and made fire work in canisters. Ingame modification of ZAS is now possible again. Firedoors now remove duplicate firedoors on the same turf. 2013-04-18 09:56:51 -07:00
Ravensdale 2f6fdf556d final tweak for cap's PDA to do as advertised. 2013-04-18 09:56:51 -07:00
Ravensdale cda1248be7 Bugfix: Adds in a check to make sure atmos code has been loaded before trying to generate, preventing some runtimes.
Tweak: Removes captain's armour from spawn code.

Tweak: Captain's PDA now spawns with messenger on but is now undetonateable.
2013-04-18 09:56:50 -07:00
Ravensdale 6316d28208 comments out suethecake's gun due to having a weapon's ban 2013-04-18 09:56:50 -07:00
Asanadas 2272fbe255 Mixing napalm is incredibly broken with ZAS / not found on our wiki because it's a "secret recipe" so I figure let's just comment it out. 2013-04-18 09:56:50 -07:00
SkyMarshal f05b8e0083 Fixes issues:
#2632 Fire Issues (Fire doors work, Flamethrower reverted to making a flamethrower liquid fuel subtype, flame grenades now make a puddle of welder fuel that is lit aflame with napalm)
#2630 (The code has been calling (turf).temperature_expose when it was supposed to be hotspot_expose), #1865 (aqain)(Added a check to remove trace gas fuel under a certain point).
Also: added a flashpoint value for plasma, which is the temperature at which it self-ignites (Currently 246C or 519K which is equal to gasoline)
Partial-tile firedoors now default to full-tile firedoors as the part-tile ones were breaking ZAS zones entirely.  Possible cause of #2627 and maybe #2451, but those need tested and I did not have time.
2013-04-18 09:56:49 -07:00
Chinsky 51a2c09077 Merge pull request #2671 from SkyMarshal/master
Fixed an issue with fire and volatile fuel, and reverted ShareSpace again since I hadn't completely reverted what Cael had done to that poor code.
2013-04-18 04:45:29 -07:00
SkyMarshal fee856c7d2 Fixes an issue with fire leaving the trace_gases list full of nulls and revert some more of whatever Cael had done to that poor air-movement procedure. 2013-04-17 22:46:34 -07:00
Albert Iordache fdadc08414 Merge pull request #2670 from SkyMarshal/master
Fixes lighting, Backpacks getting contaminated, and bombs not working.
2013-04-17 22:15:10 -07:00
SkyMarshal 698e7af57c Fixes lighting, backpacks getting contaminated, and bombs not working. 2013-04-17 22:07:41 -07:00
fauxtada 3fa1314c01 Fancy Formal Wear Overhaul
- Adds female dress unforms to Captains, RD, and HoP's closets.
- Fixes up the bride's dresses so they are working when spawned.
- Fixed Wedding Branch. - five wedding dresses.
- Added Dress Branch. - twelve dresses - that's including dresses moved over from the wedding branch.
2013-04-17 22:03:38 -07:00
fauxtada 0d2598c55a Adds female swimsuits to the atheltics closet. In theory. So no more certain female players running around the beach with their titties hanging out... In theory. 2013-04-17 18:22:15 -07:00
fauxtada 98a8ebab4b Added Captain's Jacket to the Captain's Closet. Chinsky showed me how to do this, so I don't know how well it was done. 2013-04-17 17:02:48 -07:00
Ravensdale 313dc5e7c0 Merge branch 'master' of https://github.com/Baystation12/Baystation12
Conflicts:
	code/game/jobs/job/captain.dm
2013-04-17 08:47:49 -07:00
Jim "Apples" ba77890a98 Merge pull request #2667 from SkyMarshal/master
Fix for lighting before roundstart.
2013-04-17 06:41:11 -07:00
SkyMarshal a7f569b74b Fix for lighting before roundstart. 2013-04-17 06:34:45 -07:00
Chinsky cfdd955361 Merge pull request #2660 from Spamcat/bleeding-edge-freeze
Folding batons
2013-04-17 04:52:54 -07:00
Spamcat e40ff1bfc4 No need for dis shit. 2013-04-17 14:21:44 +04:00
Jim "Apples" b3795db00e Merge pull request #2666 from SkyMarshal/master
Loadsafixes.  See description. (Changelog updated retroactively)
2013-04-17 02:10:01 -07:00
SkyMarshal 3456cbba35 Plasma no longer contaminates backpacks (They cannot be washed)
Increased speed of zone equalization.
Lighting controller and ticker now initialized after world is set up and a player has joined.
2013-04-17 01:51:18 -07:00
SkyMarshal b3f13d4dca Airflow now prevents doors being bumped open.
Plasma settings changed as per Cacophony
Airflow defaults changed as per Cacophony
Plasma now has an effect other than what happens when breathed. (contamination readded)
Washing machines now clean off contamination.
2013-04-17 01:36:05 -07:00
SkyMarshal 8c39c0ffb0 Activated magboots will now, definitely, prevent airflow based grieving of your personage. (Included is a possible fix for airflow opening doors by throwing you at them)
Added in code to debug ZAS tile interactions, currently in the unchecked "Debug" file.
The blasted FloodFill proc now works properly, and zones are connecting right (Should finally fix that damn part of medbay not connecting to the hallway)
Plasma can contaminate again.
The master controller and world startup code has been reworked for faster server boots.
Fixed a runtime originating from a Away Mission map trying to create objects of type "null"
2013-04-17 00:45:36 -07:00
Chinsky b7732f251c Merge pull request #2662 from Asanadas/master
Misc: Removing the captain's space suit armor on-spawn
2013-04-16 16:15:16 -07:00