Commit Graph

3657 Commits

Author SHA1 Message Date
Ccomp5950
48fee54dba IPC examination won't cause "OH NO ROBOTIC LIMBS" (no shit, yo!) messages.
Unless they are damaged.
2014-03-22 02:36:30 -04:00
Aryn
ab63b08785 Fixed issues with cyborgs deactivating flashlights, cleaned up some module code in the process.
Conflicts:
	code/modules/mob/living/silicon/robot/inventory.dm
	code/modules/mob/living/silicon/robot/robot.dm
2014-03-21 10:04:48 -04:00
Aryn
cff01f9df6 Fixed an annoying bug with giving another player a flashlight,
opened up at least 100 individual bugs where people kept setting
loc and expecting light updates to catch it.

Conflicts:
	baystation12.dme
2014-03-21 09:51:15 -04:00
Regen
6d797a74a7 First nerf of Cryo goonpower + Dionea nerf
Worked with Neca, he wanted some things changed, Nerfed dionea's
regeneration by removing their ability to regenerate from toxin damage,
making plant-b-gone even more effective.

Cryokinesis was nerfed due to its ability to ensure death to anyone who
does not have access to medical treatment.
2014-03-17 17:44:04 +01:00
Rob Nelson
935de91fe0 Fixes ghost Entered not being called. 2014-03-16 21:50:55 -04:00
Ccomp5950
103866975e HUD-Optimization bugfix, mobs with no clients will update their health
HUD image as well.

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2014-03-15 05:11:26 -04:00
d3athrow
0e7278a597 fix bats targetting their vampire 2014-03-15 05:09:25 -04:00
yashaldie
fbd8feee31 Fixes Diona Nymph handling updates
Diona Nymphs were not getting their Handling procs called.
2014-03-14 02:17:23 -04:00
Chinsky
214af7892f Lowered chance of exhale spreading viruses, as it was firing way too often.
Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2014-03-14 02:16:11 -04:00
Ccomp5950
93d229004c APC-Rewrite AI fix.
Before:  AI's on new APC system would constantly add more and more power usage to the APC

After:   AI's no longer handle their power consumption, that has been pushed off to an /obj/machinery/ai_powersupply dummy object which will process the power usage.  This is much cleaner because machinery objects are already processed properly for the new system and keeps us from having to rewrite a bunch of AI code to bring the AI in line with how the new APC system works.

Conflicts:
	code/modules/mob/living/silicon/ai/ai.dm
2014-03-13 22:57:59 -04:00
Ccomp5950
f29440fced Stopgap fix: AI's won't use more and more power.
With new APC zone methods having non-machines use_power in their master_contrller called processes means
that they don't update the zone's flag to recalculate power usage and will continue to increase the
per-tick power usage each tick.  AI should be the only problem with this unless robutts have a life() tick
to use_power on the area when inside a charger or something really stupid.
2014-03-13 18:58:57 -04:00
Rob Nelson
0e8c675d18 Invert SOBER behavior, seems to work better that way.
Conflicts:
	html/changelog.html
2014-03-11 16:01:36 -04:00
SparklySheep
1acab2a20a Adds a few new hairstyles and adds a fix for the red IPC hairstyle as well. Please check to see if this doesn't break anything.
Conflicts:
	baystation12.int
	icons/mob/human_face.dmi
2014-03-11 06:04:10 -04:00
ZomgPonies
1ac8df78b9 Fixes medhuds 2014-03-11 04:41:00 -04:00
ZomgPonies
e7fc110e5c Fix cloning/respawning 2014-03-11 03:13:29 -04:00
d3athrow
877fc584e7 Cut down on the checking in human_movement, hyperizine doesn't need to be checked twice.
Conflicts:
	code/modules/mob/living/carbon/human/human_movement.dm
2014-03-10 23:16:37 -04:00
Rob Nelson
8fb14a26e9 Initial commit of media suite
Conflicts:
	baystation12.dme
	code/controllers/configuration.dm
	code/game/area/areas.dm
	code/modules/client/client defines.dm
2014-03-10 19:01:41 -04:00
Ccomp5950
1e5514e27e Code effeciency project: HUD items rewrite
Before: Every tick each HUD item would recalculate and redo images for every mob in view. For items like the secHUD where we're transversing implants and the various records this gets very expensive.

After: Mobs use their hud_list variable to store varius huditem images, when conditions change for those specific huditem images it updates the specific ones on demand. As a backup every 30 ticks or so the mob will update all of their hud_list.

Also: moved proc/RoundHealth() from 2 seperate locations into __HELPERS/mobs.dm

Conflicts:
	code/__HELPERS/mobs.dm
	code/game/objects/items/weapons/implants/implanter.dm
	code/modules/mob/dead/observer/observer.dm
	code/modules/mob/living/carbon/human/human_damage.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/living.dm
	code/modules/mob/living/living_defines.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/virus2/helpers.dm
	code/setup.dm
	icons/mob/hud.dmi
2014-03-10 08:07:29 -04:00
Jeremy Liberman
b6905e6668 Fixes UI glitch when losing cuffs from fractures, resisting, or cult magic
Conflicts:
	code/modules/mob/living/living.dm
2014-03-05 22:27:33 -05:00
Mloc-Argent
6beebb5975 Dionaea can no longer steal blood from species which have the NO_BLOOD flag
Fixes #4510

Signed-off-by: Mloc-Argent <colmohici@gmail.com>

Conflicts:
	code/modules/mob/living/carbon/monkey/diona.dm
2014-03-05 19:34:21 -05:00
Ccomp5950
cd201dc3a5 NanoUI Optimizations.
We won't regenerate the list for Manifests every tick while viewing the manifest, instead we have a global variable for it PDA_Manifest that we Cut() if there is a change to the manifest then when the next player goes to view the manifest on their PDA it will recreate the list that one time.

Some sections of the PDA will no longer auto-refresh every tick because...well that's dumb.

Modes that will no longer autoupdate at all:  Viewing medical/sec records, viewing notes (will update when you change them of course), and the station alert menu.
Modes that will only autoupdate every 5 ticks:  APC list (Because it's a huge fuck off list), the manifest, mulebots and secbots screens, supply requests/orders, and janitor supply locator)

Some other things that I just can't remember right now.

Conflicts:
	code/defines/obj.dm
2014-03-04 00:37:44 -05:00
Rob Nelson
5adbbafb5e Fix another runtime. 2014-03-03 20:49:17 -05:00
ZomgPonies
41ea3775b4 Xenos update 2014-03-03 00:08:06 -05:00
ZomgPonies
4597183fae No infinite embryos anymore 2014-03-02 20:40:44 -05:00
ZomgPonies
d06abdd737 Facehugger bugs 2014-03-02 20:24:58 -05:00
ZomgPonies
157d6c987c Moar Xeno/xeno gamemode fixes 2014-03-02 19:36:42 -05:00
ZomgPonies
1f4aa15e03 More xenos fixes 2014-03-02 04:22:50 -05:00
ZomgPonies
a683de674a Custom fluff item for Lycaeon 2014-03-02 03:12:09 -05:00
ZomgPonies
bd2818017e Shit getting kicked out of it's body on death/evolve 2014-03-01 23:46:31 -05:00
MrPerson
586125b939 Also screwed up an examine bit. 2014-02-28 22:22:11 -05:00
MrPerson
2b98a6d638 Woops fucked up Tourette's 2014-02-28 22:21:51 -05:00
MrPerson
5bb608e56e Redo of jitteriness and dizziness.
Fixes #2923

Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/mob.dm
	code/modules/mob/mob_defines.dm
	code/modules/reagents/Chemistry-Reagents.dm
2014-02-28 22:21:33 -05:00
Rob Nelson
034a54cc62 Fix some fire issues. (Implements Redmine #135) 2014-02-28 19:51:44 -05:00
Rob Nelson
4efa7e1b8d Prevent the PA from getting animated. Fixes Redmine #116 2014-02-28 19:48:55 -05:00
d3athrow
f546df26c5 Fix pAI not being picked when volunteered 2014-02-28 19:46:11 -05:00
Rob Nelson
a193627543 Fix emotes.
Conflicts:
	html/changelog.html
2014-02-28 19:19:17 -05:00
Rob Nelson
6835e396bd Compilefix 2014-02-28 19:18:47 -05:00
Rob Nelson
cc1cb0553e Add hugs. 2014-02-28 19:18:31 -05:00
Aryn
5b2f811b71 Lighting system is too buggy to continue until I know wtf is going on
Conflicts:
	baystation12.dme
	code/game/turfs/turf.dm
2014-02-28 17:47:50 -05:00
ZomgPonies
95cbd2478b Xeno mode fixes 2014-02-28 17:37:19 -05:00
ZomgPonies
ee85462e08 Fuck fonts forever always 2014-02-28 16:03:49 -05:00
ZomgPonies
fc7e9a594d Font changes 2014-02-28 15:43:50 -05:00
ZomgPonies
2dab3f9afb Deactivate Text2Speech due to CPU usage 2014-02-28 15:15:36 -05:00
ZomgPonies
b1f8d67c34 runtime fixes 2014-02-26 16:56:00 -05:00
ZomgPonies
1ab8df4b13 Garbage collection fixes 2014-02-19 20:24:31 -05:00
Ccomp5950
214af388ec pAI / MMI emote fixes.
Fixes #4191
2014-02-19 19:38:24 -05:00
Ccomp5950
acfc98c608 This is rather ironic...
My VERY FIRST PR, I used it to make ghost chat be bold, instead of using viewers() to figure out
what ghosts could see the mob, I used get_mob_in_view() which sounded pretty descriptive.

Unfortunately for me it was one of the most CPU intensive ways of determining who could view the speaker for this.

So yeah, removing the second get_mobs_in_view and replacing it with viewers()

Yes this code has been in since Oct/Nov time frame :(
2014-02-19 19:38:13 -05:00
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