Commit Graph

49 Commits

Author SHA1 Message Date
Markolie
d9653c79f5 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into findnreplace
# Conflicts:
#	code/game/machinery/recharger.dm
#	code/game/objects/items/devices/autopsy.dm
#	code/game/objects/items/devices/modkit.dm
#	code/game/objects/structures/lattice.dm
2017-04-14 18:15:12 +02:00
Fox-McCloud
5631d36ff8 Converts Most Destroys to use QDEL_NULL 2017-04-04 23:08:41 -04:00
Mark van Alphen
2d1c04c112 Merge branch 'master' into findnreplace 2017-04-01 23:51:58 +02:00
Fox McCloud
031fcf3b0e Merge pull request #6533 from Kyep/gateway_centcomaway
Tweaks Centcom away mission to make it viable
2017-03-26 18:23:21 -04:00
Mark van Alphen
cd78336ab8 Merge branch 'master' into findnreplace 2017-03-25 00:11:39 +01:00
Jovan
7898583968 Change Door Sounds 2017-03-13 06:25:19 -04:00
Kyep
4524e4e575 Adds powergrid 2017-03-08 01:11:40 -08:00
Mark van Alphen
b0ded4b821 Merge branch 'master' into findnreplace 2017-03-05 12:09:52 +00:00
Kyep
66ee1659b6 Post-PR-3 bugfix & rebalance pass
Changes:
1) Fixes wireless AEGs being able to be recharged in conventional
rechargers. This prevents people with recharger access using them as
regular laserguns.
2) Fixes spiderlings from dying Mother of Terrors lingering around for a
long time. Now, they're forced to ventcrawl immediately if they can.
3) Improves queen health regen. She was regularly getting picked off by
one guy with a gun or two.
4) Queen and Mother now gain vent smash ability. Given how often the
crew welds literally every vent, this is necessary to avoid them being
totally shut out of the vent system in the late game.
5) Prince loses vent smash ability. Instead, he gets the ability to spin
thicker (vision-blocking) webs, and +10 melee damage.
6) Fixes 'evil looking spiderling' meta by requiring that queen has laid
at least 10 eggs before the ability is usable, so newbie queens
don't use it first thing and instantly get discovered/swarmed.
7) Adds confirmation prompt to queen nesting. Queens will no longer be
confused about why the cannot ventcrawl after nesting.
8) Reduces the chances of terror spiderlings skittering onto space
tiles. Makes them less likely to space themselves.
9) Tweaks TS event by increasing timer, and having one of the possible
infestation types spawn 4, rather than 3, green terrors.
2017-02-26 21:42:45 -08:00
Kyep
6fac5bcc98 Tiger changes 2017-02-25 06:06:51 -08:00
Markolie
6982014a6e Replace all BYOND text macros 2017-02-21 15:41:37 +01:00
Kyep
8ea80bfe55 Crazylemon suggestion 2017-02-18 02:07:18 -08:00
Kyep
7c6d08b4bf PR 3, you are go for launch 2017-02-14 00:59:17 -08:00
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
Aurorablade
f1aada7ea1 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-09-11 19:50:53 -04:00
monster860
58f8d7ec9b Fix hotel SNPC's getting access they shouldn't. 2016-09-01 17:34:51 -04:00
Aurorablade
47dc3a3051 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-08-16 02:23:20 -04:00
Tigercat2000
0821e5bd04 Merge remote-tracking branch 'upstream/master' into GAMEMODE_CODE_AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
Conflicts:
	code/game/gamemodes/objective.dm
2016-08-08 06:21:02 -07:00
Fox-McCloud
03eb9be741 Atom Say Refactor 2016-08-06 06:45:20 -04:00
Tigercat2000
9f3cdb43f7 special_role/objective refactor
Refactored most instances of special_role setting/checking to use new
SPECIAL_ROLE_X defines in code/__DEFINES/gamemode.dm

Removed relative pathing from objective.dm and split large if statements
into multiple, plus a bunch of styling fixes

Refactored every instance of `istype(ticker.mode` into a GAMEMODE_IS_X
define in code/__DEFINES/gamemode.dm. Done primarily for when someone gets
around to making gamemode code less AWFUL
2016-08-01 21:29:19 -07:00
Aurorablade
bb840f4dce Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-07-21 23:56:34 -04:00
Crazylemon64
a779fc8663 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into space_ruins
All hail glorious leader tigercat
2016-07-08 00:16:28 -07:00
Crazylemon64
20eee9064c Fixes init on various things, as well as allowing the
map loader to safely load templates mid-run
2016-07-07 23:52:44 -07:00
Tigercat2000
71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
Crazylemon64
1745c71474 Fixes a bug involving a map template resetting the map loader's
progress
2016-07-06 22:51:48 -07:00
Tastyfish
dd9bf83d8a Removes debugging messages from hotel 2016-07-05 20:03:01 -04:00
Tastyfish
4dd64607dd Makes Space Hotel Great Again (#4700) 2016-06-30 20:42:29 -04:00
tigercat2000
732c3b4ae5 Goonchat (#4744)
* bicon regex run

* Remove all \black

* Goonchat from /vg/ / Goon

Whoo!
Special thanks to @Tastyfish for the macro2html thing so all of our
horrible color macros keep working and don't fail horribly <3

* Fixes and changes n stuff

- Made ping sane again (the fuck PJ)
- Updated chat CSS
- Fixed like one problem with a color macro

* whoops

* Restore /vg/'s pingloop stuff (used to avoid fucking up is_afk)

* Strip problematic tags from tcomm scripts

- <audio>
- <video>
- <iframe>
- <script>

* Fix human examine icon

* Name hotkey elements

* Removed old stylesheet
2016-06-23 16:56:15 -04:00
Aurorablade
a02a38b6e9 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-06-21 07:42:29 -04:00
TheDZD
8dcf46bf91 Sprites & fixes 2016-05-31 22:50:57 -04:00
Aurorablade
ffb0201a25 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-05-21 21:59:29 -04:00
Aurorablade
05346d1480 incoming shitode... 2016-05-20 00:48:09 -04:00
Tastyfish
6b5aac8aee Fixes ignoreRest param, AStar 2016-05-08 23:47:51 -04:00
Tigercat2000
78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000
9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00
Tastyfish
5e5083ba23 Fixes some things for away missions, and a few missions themselves 2016-03-11 00:42:22 -05:00
Tastyfish
b3591c996f beachy beach 2016-02-27 18:07:21 -05:00
Tastyfish
cb2989eea1 Gave the beach an edge instead of endless void. 2016-02-27 03:03:23 -05:00
FalseIncarnate
c032781c7b Naughty List Revenge
Santa has refused to deliver presents to the NSS Cyberiad for an unknown
reason.

Meanwhile, a distress beacon is received from the North Pole, on an
unencrypted Syndicate frequency. Apparently, Christmas Eve was anything
but a silent night.

A rogue operative seems to have infiltrated the North Pole and attempted
to coerce Santa into removing him from the Naughty List, but his plans
may have backfired. Santa has finally snapped, and must be put down in
order for the crew to receive their gifts this year.

The gateway has been reconfigured to lock onto the general location of
the distress signal, and will not lock on to any other destinations
until after Christmas has passed. Be warned, however, that the frozen
north is far from hospitable, and a variety of dangers await you beyond
the safety of the blast doors.

This mission will offer some new challenges, and is designed to be
undertaken by a squad of players. Will your team be able to put Father
Christmas to rest and rescue the presents, or will you meet your demise
in the freezing tundra?
2015-12-24 03:40:31 -05:00
Tastyfish
85d651b781 refactored datum/effect/system because it was a complete mess 2015-11-22 19:43:01 -05:00
Markolie
8b2e62fc10 Strange reagent fix, tod --> timeofdeath 2015-09-29 22:03:04 +02:00
Fox-McCloud
2ad1c74457 Singularity Refactor 2015-06-10 20:04:28 -04:00
ZomgPonies
1935a82afe 2/3 of port done 2015-05-25 19:48:13 -04:00
ZomgPonies
1be205df11 Shadowpeople update 2015-04-13 01:06:39 -04:00
Markolie
982102a407 Standardize mutations 2015-02-22 19:04:43 +01:00
Markolie
d8d1670b68 Revert "Revert "Saycode/language/species port from Bay""
This reverts commit d54579850c.

Conflicts:
	code/game/gamemodes/nuclear/nuclearbomb.dm
	code/game/objects/items/devices/radio/intercom.dm
	code/modules/mob/living/silicon/pai/pai.dm
2015-02-20 17:46:35 +01:00
ZomgPonies
d54579850c Revert "Saycode/language/species port from Bay" 2015-02-19 20:15:42 -05:00
Markolie
46c53be6f1 Part 2 of saycode/language/species port from Bay. Also includes bugfixes. 2015-02-20 00:50:28 +01:00
Markolie
c70a6c172b Away mission port from /tg/ 2015-01-09 00:12:16 +01:00