Commit Graph

996 Commits

Author SHA1 Message Date
Fox-McCloud
027e7619f5 Removes All Comments about auto-correction and Finddeclaration.exe 2017-07-22 02:54:45 -04:00
Crazylemon64
8993e05a0b Fixes easy cable laying 2017-07-16 16:44:46 -07:00
Sam
7c7c8c70cb Merge remote-tracking branch 'refs/remotes/origin/master' into Intent-defines 2017-06-10 10:16:33 +01:00
Sam
7cf499dcc1 Adds movement intents 2017-06-10 10:12:14 +01:00
Sam
4d57fff5c9 Updates Intents 2017-06-10 09:43:36 +01:00
HeadyBucket
e7c5f8bf0c Fix infinite glass exploit
Fixes an exploit where glass can be infinitely made. simples.

Also changed a list var and deleted two just because it stuck out for me.
2017-06-06 23:12:50 +01:00
tigercat2000
633c972f46 RnD autolathe removal + tech level overhaul 2017-06-01 11:34:29 -07:00
Sam
2d13e2f7bf Converts /modules/ to using WEIGHT_CLASS_x 2017-05-28 01:25:09 +01:00
Fox-McCloud
31c9519f3e More GC Define Transitions 2017-05-13 04:24:05 -04:00
Crazylemon64
1840074921 Refactors "organs" to be "bodyparts" to end confusion once and for all 2017-04-29 23:23:09 -07:00
Crazy Lemon
327f89c890 Merge pull request #6950 from Fox-McCloud/tesla-tweaks
Tesla Update
2017-04-21 09:52:23 -07:00
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
Crazy Lemon
ff271f7b29 Merge pull request #7061 from Fox-McCloud/damn-cells
Damn cells
2017-04-09 13:55:30 -07:00
Fox-McCloud
5631d36ff8 Converts Most Destroys to use QDEL_NULL 2017-04-04 23:08:41 -04:00
Fox-McCloud
35ab7ada94 Refactors Cell Energy Values 2017-04-01 20:14:29 -04:00
Mark van Alphen
2d1c04c112 Merge branch 'master' into findnreplace 2017-04-01 23:51:58 +02:00
Fox-McCloud
5037ebde3d tg object system 2017-03-30 17:40:46 -04:00
Fox-McCloud
c08c13689c Merge remote-tracking branch 'upstream/master' into tesla-tweaks 2017-03-30 17:38:04 -04:00
Fox McCloud
af68615415 Merge pull request #6956 from Crazylemon64/wire_mapload_fix
Away missions load cables and maploader landmarks smoothly now
2017-03-27 03:54:00 -04:00
Crazylemon64
babe5eb074 Away missions load cables, pipes, and templates OK now 2017-03-27 00:37:24 -07:00
Crazy Lemon
09f7b52f3b Merge pull request #6906 from Fox-McCloud/merge-oddities
Fixes Stack Merge Oddities
2017-03-26 23:27:58 -07:00
Fox-McCloud
ee44034138 Tesla Update 2017-03-26 17:53:55 -04:00
Mark van Alphen
cd78336ab8 Merge branch 'master' into findnreplace 2017-03-25 00:11:39 +01:00
Sam
1bc17e5b23 Quality of life change + grammar fixes 2017-03-24 21:09:11 +00:00
Fox-McCloud
9ed89ef7cd Fixes Stack Merge Oddities 2017-03-24 04:44:04 -04:00
Fox McCloud
b0dc4ccab2 Merge pull request #6738 from uraniummeltdown/shadowshroom
Shadowshrooms + Glowshroom Nerf + Station Lighting Nerf
2017-03-23 12:39:36 -04:00
uraniummeltdown
0f5c0e40e2 nerf station lighting along with shadowshroom glow power, fix shroom spreading, endurance fix 2017-03-23 14:12:17 +04:00
KasparoVy
86ddfcb5e9 Fixes Bug with PA Computer Icon
Won't render as fully constructed at the start of a round anymore. Now
shoes as an empty frame, as intended.
2017-03-21 15:42:24 -04:00
Mark van Alphen
06b3460d6e Merge branch 'master' into findnreplace 2017-03-15 16:02:14 +01:00
Mark van Alphen
cef5626f85 Merge branch 'master' into findnreplace 2017-03-09 17:32:42 +01:00
davipatury
2a9bcde361 Fix conflicts. 2017-03-09 12:01:50 -03:00
Markolie
acab5d5170 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into toolz
# Conflicts:
#	code/game/objects/items/weapons/storage/bags.dm
#	code/game/objects/items/weapons/storage/uplink_kits.dm
#	code/game/objects/items/weapons/storage/wallets.dm
2017-03-08 10:45:16 +01:00
Mark van Alphen
b26d50d9f9 Merge branch 'master' into findnreplace 2017-03-08 10:37:10 +01:00
Markolie
3aa1399995 Implement usesound/toolspeed 2017-03-07 16:46:28 +01:00
Markolie
3b73053bc4 Tool fixes 2017-03-06 20:46:24 +01:00
Markolie
d877ef1de3 Fixes 2017-03-05 20:14:06 +01:00
Markolie
9d9e957df1 Tool overhaul (usesound & toolspeed), wire descriptions/ghost interaction, add additional tools, refactor can(t)_hold 2017-03-05 19:53:20 +01:00
davipatury
a913797bf1 RCL 2017-03-05 13:22:55 -03:00
Crazylemon64
0e10df68a1 Replaces the APC attack_hand code with a power cord organ
De-snowflaking IPCs one bit at a time
2017-02-25 00:41:18 -08:00
Markolie
6982014a6e Replace all BYOND text macros 2017-02-21 15:41:37 +01:00
Kyep
be1ae665dd Adds JMP link 2017-02-12 01:23:30 -08:00
Kyep
952c64b1f8 Improves singularity failure notice 2017-02-11 23:08:02 -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
Fox-McCloud
390f6768b3 Merge remote-tracking branch 'upstream/master' into botany-rework 2017-02-05 05:26:46 -05:00
Markolie
1d7de41acb Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into lavaland_megafauna
# Conflicts:
#	code/modules/pooling/pool.dm
2017-01-27 17:28:14 +01:00
Fox-McCloud
51bbe8c466 Merge remote-tracking branch 'upstream/master' into botany-rework 2017-01-26 06:53:18 -05:00
FalseIncarnate
8ee22e320a logging changes
as requested by mark
2017-01-25 23:44:27 -05:00
FalseIncarnate
a4037ad426 Rigging Lights and Cells now works with Plasma Dust
Light bulbs, light tubes, and power cells can now be rigged with plasma
dust from grinding plasma sheets as well as the standard plasma reagent
from a chem dispenser. Both reagents require at least 5u of the reagent
to be injected at once to rig the bulb/tube/cell to explode.

If a rigged cell is inserted into a stunprod, it only explodes when you
actually attempt to stun something with it, not when you turn the prod
on. This was unchanged, but I'm mentioning it so people don't think I
changed that.

Fixes #6238

🆑
tweak: Plasma dust can now be used to rig lights and power cells, like
the plasma reagent, with explosive results.
/🆑
2017-01-24 19:47:18 -05:00
Fox-McCloud
dc0710135e more fixes 2017-01-23 00:53:44 -05:00
Markolie
a50a3d59b9 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into lavaland_megafauna
# Conflicts:
#	code/__DEFINES/is_helpers.dm
#	code/_globalvars/lists/objects.dm
#	code/game/machinery/turrets.dm
#	config/example/config.txt
#	goon/browserassets/css/browserOutput.css
#	icons/obj/library.dmi
#	icons/turf/floors.dmi
2017-01-20 23:43:35 +01:00