MrPerson
320a06f8c9
Make sure clones don't already have a body
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CASE: Guy gets backed up at genetics. Guy gets facehugged. Guy pops as a xeno. Guy gets cloned. Alium is left clientless.
Conflicts:
code/game/machinery/cloning.dm
2014-05-04 17:06:20 -04:00
ZomgPonies
fbb53d240c
Merge branch 'master' of https://github.com/ZomgPonies/Paradise
2014-05-04 16:32:18 -04:00
Jarcolr
e3b27e3ecd
Cyborg hud modules now have proper icons
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Before: http://puu.sh/8yK5W.png
After: http://puu.sh/8yKYc.png
Conflicts:
code/game/objects/items/robot/robot_items.dm
2014-05-04 16:31:49 -04:00
ZomgPonies
679f0fe293
Merge pull request #194 from SamCroswell/master
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Nukeops Weapons Rework
2014-05-04 15:43:03 -04:00
SamCroswell
2d44352d0f
Misc. changes
2014-05-04 09:37:28 -04:00
SamCroswell
521467fa3e
C4 now explodes on detonation, Stechtkin pistol fix
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The Stechtkin pistol now works properly, C4 will now create a small
(Welder tank) sized explosion upon being detonated.
2014-05-04 02:28:06 -04:00
ESwordTheCat
3c3e4c7dc8
Heh forgot these.
2014-05-03 22:54:24 -04:00
ESwordTheCat
532298c725
Tweak object pool system.
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Conflicts:
code/game/objects/structures/grille.dm
code/modules/projectiles/projectile/beams.dm
code/modules/projectiles/projectile/bullets.dm
code/modules/projectiles/projectile/special.dm
2014-05-03 22:54:09 -04:00
Zuhayr
e79097add3
Several IPC adjustments.
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Conflicts:
code/modules/mob/living/carbon/human/human.dm
2014-05-03 17:42:01 -04:00
Zuhayr
31e95baa78
Fixes for previous commit, sigh.
2014-05-03 17:38:01 -04:00
Zuhayr
75d8633fbe
Adding some repair procs to cables and welders for IPC use.
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Conflicts:
code/modules/power/cable.dm
2014-05-03 17:37:46 -04:00
Zuhayr
7fe9b670f3
Fix for previous commit.
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Conflicts:
code/game/objects/items/stacks/sheets/glass.dm
2014-05-03 17:35:55 -04:00
Zuhayr
9ec5a18e0b
IPC will no longer take damage from walking in glass. Not sure why this was happening beforehand.
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Conflicts:
code/game/objects/items/stacks/sheets/glass.dm
2014-05-03 17:34:43 -04:00
ZomgPonies
36b52731f0
Changing power numbers to balance gun upgrades
2014-05-01 16:23:09 -04:00
Brian Cook
a78e54f33f
Added missing header to pAI Request Module
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Also changed max frequency of radio config to 159.9 instead of 159.1
2014-04-29 20:48:49 -04:00
Brian Cook
27a1d25b80
Added refresh button to host bioscan page
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Also tweaked all pAI GUI so the background doesn't repeat-y
2014-04-29 20:48:39 -04:00
Brian Cook
cd8fb70a0b
Centered background on pAI GUIs
2014-04-29 20:48:29 -04:00
Brian Cook
d0fa6b4fc6
Improved GUI for users interfacing with pAI
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Also minor tweak to GUI for requesting pAI.
Conflicts:
code/game/objects/items/devices/paicard.dm
2014-04-29 20:48:14 -04:00
Brian Cook
ce40b74fd7
Improved GUI for requesting pAI
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Made the pAI Request Module and the pAI Availability List pretty.
Conflicts:
code/modules/mob/living/silicon/pai/recruit.dm
2014-04-29 20:46:43 -04:00
Brian Cook
fa425b69a9
Fixed pAI Digital Messenger and layout tweaks
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Conflicts:
code/game/objects/items/devices/PDA/PDA.dm
2014-04-29 20:44:27 -04:00
Brian Cook
a93f864ae3
Refined GUI more
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pAI background updated and no longer externally referenced. Corrected
stray typos. Added more power on/off lights for certain downloaded
modules.
2014-04-29 20:39:24 -04:00
Brian Cook
9149e2df96
pAI GUI changes
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The pAI GUI background image still need to be properly linked.
2014-04-29 20:39:08 -04:00
Ccomp5950
143016dd07
Code effeciency project: HUD items rewrite
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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/modules/mob/living/living.dm
Conflicts:
code/__HELPERS/mobs.dm
code/datums/mind.dm
code/game/objects/items/weapons/implants/implanter.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human.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/ai/ai.dm
code/modules/mob/living/silicon/silicon.dm
code/modules/virus2/helpers.dm
code/setup.dm
icons/mob/hud.dmi
2014-04-29 20:34:28 -04:00
d3athrow
49c11d1c9e
compile fuck
2014-04-29 13:27:06 -04:00
d3athrow
9951896b71
Can't greytide implant yourself
2014-04-29 13:26:45 -04:00
DJSnapshot
ab58107286
Fixes for Mloc, part 2.
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Conflicts:
code/game/objects/items/weapons/cigs_lighters.dm
2014-04-28 19:15:17 -04:00
DJSnapshot
cc9684fad5
fix for https://github.com/Baystation12/Baystation12/issues/4548
2014-04-28 19:10:39 -04:00
ZomgPonies
6d6592c60b
Fixed IPC getting high from smokables
2014-04-28 19:05:27 -04:00
alex-gh
02aab3f779
Temporary revert for the new say code.
2014-04-24 10:28:52 +02:00
Mike
bf98751d8b
Clean up check for item being equipped
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Moved some common code to item.dm. Someone should probably take a look
at get_equipped_items() in inventory.dm sometime in the future.
2014-04-20 03:50:23 -04:00
Rob Nelson
56d8ce28c8
Part 1 of economy rework: Spacecash refactor - See commit for full changelog.
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* Implements stacking and stack overlays
* Simplified tiers of cash (1,10,100,500,1000, may remove 500)
* Simplified API (dispense_cash, count_cash)
Conflicts:
code/modules/admin/admin_verbs.dm
code/modules/admin/verbs/debug.dm
code/modules/economy/ATM.dm
2014-04-19 20:47:41 -04:00
ESwordTheCat
c43652b33a
Okay shards converted to pool usage now.
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Conflicts:
code/game/machinery/computer/arcade.dm
code/game/machinery/doors/windowdoor.dm
code/game/machinery/telecomms/traffic_control.dm
code/game/objects/structures/displaycase.dm
code/modules/mining/mine_turfs.dm
code/modules/reagents/reagent_containers/food/drinks/drinkingglass.dm
2014-04-19 19:57:53 -04:00
ESwordTheCat
907971e8ab
Grille complete pooling.
2014-04-19 19:42:55 -04:00
ESwordTheCat
424df5eaf7
We object pool grille now.
2014-04-19 19:42:42 -04:00
ESwordTheCat
dde219a581
Object pooling immature implementation.
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Conflicts:
code/__HELPERS/experimental.dm
2014-04-19 19:42:04 -04:00
Rob Nelson
9227481a8a
Standardize windows.
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Conflicts:
code/WorkInProgress/buildmode.dm
code/game/machinery/doors/airlock.dm
code/game/objects/items/stacks/sheets/glass.dm
code/game/objects/items/weapons/twohanded.dm
code/game/objects/structures/window.dm
code/modules/mining/mine_items.dm
code/modules/mob/living/carbon/metroid/metroid.dm
code/modules/mob/living/simple_animal/constructs.dm
code/modules/mob/living/simple_animal/friendly/corgi.dm
2014-04-19 19:36:33 -04:00
VelardAmakar
dc6f794368
Adds the ability to construct, destroy, and take apart bookcases.
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Bookcases can be built using 5 wood planks.
Bookcases can be destroyed using weapons(50HP).
Bookcases can be taken apart using a wrench.
2014-04-19 19:13:33 -04:00
fleure
0dcee05ab2
Watertank nozzles no longer delete
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Conflicts:
code/game/objects/items/weapons/tanks/watertank.dm
code/modules/mob/mob_helpers.dm
2014-04-19 18:17:49 -04:00
Ccomp5950
66f3d8ab75
Say code rewrite, Silicon jerks now using new saycode.
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Tracking added for AI's and Observers
Instead of calling GetVoice() over and over for everyone that can hear you we're checking a variable that is updated with Life()
removed a bunch of my debug verbs.
Conflicts:
code/game/machinery/telecomms/broadcaster.dm
code/modules/mob/dead/observer/observer.dm
code/modules/mob/living/carbon/human/human_defines.dm
code/modules/mob/living/silicon/say.dm
2014-04-19 17:04:29 -04:00
Ccomp5950
9dab2ad8a1
Saycode rewrite initial commit.
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Create structure for modular saycode
Regular chat:
specific_paths/say() -> living/say() -> specific_paths/hear_say()
Radio chat:
specific_paths/say() -> Telecoms shit -> specific_paths/hear_radio()
Humans done.
Todo: AI, Robot, simple_animal, and ghosts.
Conflicts:
code/game/machinery/telecomms/broadcaster.dm
code/game/machinery/telecomms/telecomunications.dm
code/modules/mob/living/carbon/human/human_defines.dm
code/modules/mob/living/carbon/human/say.dm
code/modules/mob/living/say.dm
2014-04-19 16:54:16 -04:00
RavingManiac
a06f8b910c
Inflatable barrier boxes added to engineering. Inflatable barrier crates can be ordered by the QM. Briefcase icon_state fixed.
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Conflicts:
maps/backup/tgstation-redux-WIP.dmm
2014-04-19 15:51:07 -04:00
Necaladun
cdb0a47d0b
Fix satchels
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I herped a derp and broke satchels
2014-04-16 16:26:38 +09:30
Necaladun
8796a5b273
Fixed spacelaw
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no longer 404
2014-04-16 12:57:39 +09:30
Necaladun
587de30588
AI law fix
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Changed AI laws in the modules to say crew or organics
2014-04-15 00:29:00 +09:30
Necaladun
c199a41b21
item and map
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Custom items for mark and the map uploaded
2014-04-13 15:09:27 +09:30
alex-gh
9eeb616962
rebalanced Borg/mounted RCD
2014-04-09 22:52:31 +02:00
alex-gh
cfbfa0e993
Smoke rework caused endless loops, reverted.
2014-04-08 01:47:56 +02:00
alex-gh
521ad31671
Revert the new lighting system.
2014-04-07 23:51:35 +02:00
Loganbacca
0fba806c7b
Chemsmoke rewrite
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- Complete rewrite of the chemsmoke spawning code (everything that happens after the reaction to create the smoke).
- Moved it into it's own file since it's a little longer than the old one code-wise.
- Tweaked the smoke sprites; gave chemsmoke directions for more randomization, and tweaked the timing of their animations so they are smooth now.
Most of the code is documented, so you should be able to follow what's going on just reading through it. In short though:
- Chemsmoke now affects a circular area with a variable range depending on the total amount of chemsmoke created (no more 1-of-each-ingredient smoke grenades - sorry).
- The carried reagent volume in the cloud balances itself according to how big the affected area is (larger area, less carried reagent per turf).
- The carried reagent has more volume the closer you are to the centre of the cloud.
- The visual smoke effect scales with how big the affected area is.
Conflicts:
code/game/objects/effects/effect_system.dm
icons/effects/96x96.dmi
2014-04-03 18:21:26 +02:00
Chinsky
7f4388c5a3
Cleaned the fuck out of smoke.
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Conflicts:
code/ATMOSPHERICS/pipes.dm
code/game/objects/effects/effect_system.dm
code/modules/mob/living/carbon/monkey/life.dm
code/modules/organs/organ_external.dm
2014-04-03 18:18:04 +02:00