Commit Graph

3610 Commits

Author SHA1 Message Date
Ccomp5950 101372ed11 Code effeciency project: handle_embedded_objects
Before:  EVERYTIME someone moved their character this proc would be called and loop through every organ looking for implanted items to see if it needs to apply damage.

After:  We create a flag that is set when an item embeddes, only when that flag is set do we do that loop through organs upon movement.  Also every 10 ticks while that flag
is set we will check to see if we need to unset it.

Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
2014-02-19 19:26:04 -05:00
GooeyChickenman 99cdcfdf07 Inventory transfer 2014-02-18 17:06:44 -05:00
GooeyChickenman cb60199ebe Inventory transfer 2014-02-18 15:37:00 -05:00
ZomgPonies 3a2b2e6ea9 Nerf weeping angel power by 50% due to new functionality 2014-02-16 19:41:56 -05:00
ZomgPonies b28b80dd34 Updated weeping angel 2014-02-16 18:19:27 -05:00
ZomgPonies 74ecd392df Fix Grey whitelist bug 2014-02-16 07:30:55 -05:00
Giacomand 0410d0ac49 Just some general polishing for the statue mobs.
Statue mobs can't change their direction while seen.
Lowered the range for flickering lights.
Lowered the cooldown for blinding people, added user feedback when the spell is used.
The blindness spell will affect people within objects.
2014-02-16 05:44:30 -05:00
Rob Nelson 71c07e208a Improved creature AI and random mob spawning in caves.
Also equipment lockers.

Conflicts:
	code/game/objects/items/weapons/cards_ids.dm
	code/modules/mining/materials.dm
	code/modules/mining/mine_turfs.dm
	code/modules/mining/ores_coins.dm
	code/modules/mob/living/simple_animal/hostile/mining_mobs.dm
	code/modules/projectiles/ammunition/bullets.dm
	code/modules/projectiles/guns/energy/special.dm
	compare_report_tg.txt
	icons/obj/device.dmi
	icons/obj/mining.dmi
	icons/obj/vehicles.dmi
	maps/tgstation.2.1.0.0.1.dmm
	maps/vgstation1.0.0.dmm
2014-02-16 04:40:18 -05:00
Rob Nelson 08816a6b54 Buff superior welding goggles. 2014-02-15 15:36:06 -05:00
Rob Nelson 7b7cfb605d Comm console is now NanoUI. Fixes github #489, hopefully.
Conflicts:
	code/game/machinery/computer/communications.dm
	code/modules/nano/nanoui.dm
2014-02-15 15:33:45 -05:00
ZomgPonies 31c435f5cf Merge pull request #157 from alex-gh/diona_nerf
Dionas now require more light to heal, being in darkness causes more dam...
2014-02-15 12:39:56 -05:00
ZomgPonies ce68d107e3 Merge pull request #160 from alex-gh/bs12_fixes_optimizations
Fixes and optimizations cherry picked from BS12
2014-02-15 12:39:30 -05:00
alex-gh a496d709f3 Added 2 new AI icons by Wisewill 2014-02-14 17:06:58 +01:00
Loganbacca f60e7c6488 Fix handcuff resist - layer bug
Fixes #4324

Resisting out of handcuffs was leaving the handcuffs layer set to 20 (over top of the UI).
Changed it to use the drop_from_inventory() proc so it handles the drop event correctly.
2014-02-14 14:32:28 +01:00
Loganbacca 078e5af528 Fix item drop layer bug
Similar to the handcuff resisting layer bug.

When removing an item from your inventory that has associated inventory slots, items that were dropped from the extra inventory slots would be dropped with incorrect layer variables (set to 20 so they were rendered over the UI).
Now when the extra items are dropped, it calls the drop_from_inventory() proc, which correctly changes their layer back.
2014-02-14 14:32:05 +01:00
alex-gh 4776dfd94f Telebaton now only stuns if it actually hits. 2014-02-14 14:13:03 +01:00
Segrain dd1f5f1546 Fix for unpinning humans. 2014-02-14 12:07:30 +01:00
Ccomp5950 0b7e70a293 Bugfix: AI Camera light toggle
Fixes #3676

Before:  Toggling would get stuck where it wouldn't toggle the camera until you reset your view.

After:  Camera light toggles, you have to toggle off before turning on a new camera light though.
2014-02-14 12:03:52 +01:00
Ccomp5950 39bfcc1e7a Code effeciency project: handle_embedded_objects
Before:  EVERYTIME someone moved their character this proc would be called and loop through every organ looking for implanted items to see if it needs to apply damage.

After:  We create a flag that is set when an item embeddes, only when that flag is set do we do that loop through organs upon movement.  Also every 10 ticks while that flag
is set we will check to see if we need to unset it.

Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
2014-02-14 12:02:19 +01:00
Ccomp5950 2655c9b341 pAI messenger bugfix.
pAI has to be a special little snowflake and have it's own messenger proc instead of letting a AI-PDA handle it.

So, updated it with the newest tnote variable functionality so it can participate.
2014-02-14 11:53:10 +01:00
alex-gh 278f241133 Dionas now require more light to heal, being in darkness causes more damage 2014-02-12 01:14:26 +01:00
ZomgPonies 3d4dd919c7 Merge pull request #156 from alex-gh/halloss_fix
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.
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.
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!
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
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
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.
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.
Conflicts:
	code/modules/mob/mob.dm
2014-02-04 03:08:37 -05:00
ZomgPonies 77417edf6e Revert "New fonts work first iteration"
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
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
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.
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.
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
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