Commit Graph

129 Commits

Author SHA1 Message Date
Fox McCloud 2a9b5147bd Minor GC Tweaks 2020-06-21 12:04:47 -04:00
Aronai Sieyes 04a9e6a2e7 Fix up smooth movement issues 2020-05-02 14:55:17 -04:00
Aronai Sieyes a6c7bd579d Update mob glide_size prior to movement 2020-04-30 22:06:31 -04:00
AffectedArc07 210f8badf4 Makes all global variables handled by the GLOB controller (#13152)
* Handlers converted, now to fix 3532 compile errors

* 3532 compile fixes later, got runtimes on startup

* Well the server loads now atleast

* Take 2

* Oops
2020-03-20 21:56:37 -06:00
AffectedArc07 04ba5c1cc9 File standardisation (#13131)
* Adds the check components

* Adds in trailing newlines

* Converts all CRLF to LF

* Post merge EOF

* Post merge line endings

* Final commit
2020-03-17 18:08:51 -04:00
Fox McCloud 5194094d3a Refactors Zone Selection (#12523) 2019-10-08 21:11:09 -04:00
Fox McCloud c87389a595 TG Buckle Update (#12375) 2019-09-22 18:22:57 -07:00
Fox McCloud b9611b1d84 Fixes Corpses Blocking Projectiles (#12370) 2019-09-21 09:22:55 -07:00
Couls fd3e6f5729 thrown objects now phase through the thrower instead of hitting them (#12323) 2019-09-17 13:52:02 -07:00
Couls e16b495170 More testmerge fixes and improvements
Shift middle click locks your direction again
Spacepods now move again(literally one letter fixed this)
Holster hotkey is back!(H to holster and unholster)
Hotkey Toggle button has been removed from the bottom bar and verbs
2019-07-09 07:59:12 -04:00
Couls 4a832c4f61 Fix testmerge issues 2019-07-08 11:20:25 -04:00
Couls 4826ea13f8 more fixes and formatting 2019-04-27 07:08:05 -04:00
Couls c2028e9ac3 Change reverse_dir to not cause a runtime when moving diagonal 2019-04-26 05:39:34 -04:00
Couls 5903ad2dfd Implement AZERTY and numpad targetting options 2019-04-26 03:33:29 -04:00
Couls 5b8c344491 Fix resting 2019-04-26 01:24:30 -04:00
Couls 6917aec6fe Fix numpad targetting 2019-04-24 07:12:20 -04:00
Couls 896340e1fd Use our quick equip instead of TGs implementation(for my sake) also a bunch of misc stuff 2019-04-24 02:04:43 -04:00
Couls 40729f2862 spessing and fix compile errors 2019-04-23 02:01:57 -04:00
Couls 7eb7d723f9 Implement keybinding system and remove old hotkey modes 2019-04-23 01:31:03 -04:00
Couls 2068ca04f5 Update mob_movement.dm
Initial, add in diagonal movement
2019-04-22 19:47:27 -04:00
tigercat2000 85a19c9935 Merge remote-tracking branch 'upstream/master' into face_lock
# Conflicts:
#	code/modules/mob/mob.dm
2018-05-17 20:21:39 -07:00
Fox McCloud 8c7b543415 The Great Conflictening 2.0: Removes /obj/item/device 2018-04-25 23:07:35 -04:00
tigercat2000 caccc13e82 Directional Locking
This adds the ability to lock your mob towards facing either a certain
direction or a certain atom. Direction is done by shift-middleclick,
atom is done by shift-ctrl-middleclick.
2018-04-19 19:01:29 -08:00
Fox McCloud 5c4aa9b3fd Removes All Weapons 2018-04-15 16:25:56 -04:00
tigercat2000 085c6b7961 Merge remote-tracking branch 'upstream/master' into client_dir
# Conflicts:
#	icons/turf/walls/rusty_reinforced_wall.dmi
2018-01-27 09:10:39 -08:00
tigercat2000 65130b3fc0 Movement delay is no longer rounded to the tick 2018-01-26 12:58:47 -08:00
uraniummeltdown c89b1e8463 repaths /obj/effect/overlay/temp to /obj/effect/temp_visual 2018-01-18 13:03:49 +05:00
uraniummeltdown 9c90c817b6 adds missing lavastaff and guardian phase effect icons
kills off anim() proc, removes ninja rigsuit electricity effect
gets rid of the flick() in temporary_visual.dm because pooling is dead
updates ethereal_jaunt.dm and makes it OOP, wraiths no longer show the wizard animation, jaunters cannot move after duration is over, fixes directions errors
turns many anim() into obj/effect/overlay/temp
smoother pet heart animation
2018-01-18 12:56:18 +05:00
tigercat2000 2f5c078efe Client dir compatibility, part 1
This commit modifies all of our smoothing sprites to work properly when
the client's screen is rotated. It also does the same for the lighting
overlays, adding directional sprites so that they rotate correctly.

It also ports the movement input system from Baystation, which means
that your controls aren't suddenly reversed when your screen is rotated.
2017-11-30 11:58:53 -08:00
tigercat2000 3652c3001a ViewMods - Allows custom view ranges.
The primary function of this is a new button in the "Preferences" tab -
Set View Range. This functions similarly to the admin verb "Change View
Range", but it only allows you to set view ranges lower than the normal
world.view.

Full changelog:
 - Added ViewMods system to clients.
   - Everything that wants to change client.view should do it through
   this system.
   - Currently used by the Set View Range button and Marauders.
   - Stretch mode is set to stretch when active, but the original
   setting is preserved, as long as you set it with no ViewMods enabled.
   - The basic way this works is that it keeps track of /datum/viewmods
   on /clients, and whenever one is added or removed, it picks the
   highest view range out of all of them and sets the client's vision to
   that. This effectively means that, if you, say, set your view range
   to 5x5, and get into a Marauder and use the "zoom" button, it will
   always go to the marauder's zoom level.
   - The HUD is set to minimal mode for any view ranges below
   world.view, which means you only get absolutely critical buttons.
   	- It's set to invisible if you go down to view range 1 or 2,
	because the buttons can't fit on the screen at those view
	ranges.
 - Removed canvas examine option. Just zoom in yourself!
2017-06-07 19:39:33 -07:00
Tigercat2000 bbca8405ef -tg- Move Refactor
This commit ports /tg/'s move refactor.

The throwing system has been replaced entirely, removing the necessity
of throw_at_fast and resolving multiple outstanding issues, such as
crossbows being unusable.

Spacedrifting has also been upgraded to function with the new throwing
system. It is now it's own process.

Tickcomp has been killed, and the config values have been adjusted to
more or less match live Paradise.

All mobs now share a common Bump() proc. There are only four mobtypes
which do not, including humans and simple animals. With the exception
of mob types that do not ever want to Bump() or be Bumped(), they should
call the parent proc.

Human movement slowdown has been moderately tweaked in how it stacks effects;
It shouldn't be significantly different from a player perspective.

Mobs will now spread fire if they bump into another mob. I don't want to set
the world on fiiiire, I just want start a flame in your heart~

For player facing changes: Input delay has been reduced by roughly ~50ms for
any direction keys, by advantage of a previously unknown flag on byond verbs
which allow them to operate independently from the tick rate of the server.
You may need to clear your interface.dmf file if you have a custom skin for
this change to function.
2017-05-25 06:35:01 -07:00
Mark van Alphen 06b3460d6e Merge branch 'master' into findnreplace 2017-03-15 16:02:14 +01:00
davipatury a913797bf1 RCL 2017-03-05 13:22:55 -03:00
Markolie 6982014a6e Replace all BYOND text macros 2017-02-21 15:41:37 +01:00
Markolie 5deafdb4e5 Fix Destroy() return, replace set_dir with setDir 2017-02-06 20:44:12 +01:00
Aurorablade 98b7a89a17 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub
# Conflicts:
#	code/game/machinery/doors/airlock.dm
2016-12-29 11:01:43 -05:00
Crazylemon64 c0cd2c263f Switches reset_view to reset_perspective 2016-12-21 17:59:08 -08:00
Aurorablade 5d392b36a4 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-11-15 15:30:36 -05:00
Fox-McCloud fcc20ac6bc BSA Tweaks 2016-11-09 22:36:03 -05:00
Aurorablade ec3d8c67a5 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-08-19 01:01:19 -04:00
Tigercat2000 258f477eb3 /tg/ mecha - Part 1
Start of porting the /tg/station mecha update.
This commit only cleans up the code and adds the proper dependencies for
the mecha.

 - Removes relative pathing from /datum/events
 - Updated Process_Spacemove() to use
   atom/movable/proc/get_spacemove_backup()
   - Basically just makes launching off of unanchored objects in space an
     OOP behaviour
 - Removed styling atrocities and relative pathing from most of the mecha files.
  - Notable exceptions:
   - code/game/mecha/mech_bay.dm
   - code/game/mecha/mech_fabricator.dm
   - code/game/mecha/mecha_construction_paths.dm
   - code/game/mecha/mecha_parts.dm
   - code/game/mecha/mecha_wreckage.dm
   - code/game/mecha/paintkits.dm
 - Removed dyndomove/dyndoattackby/dyndobulletact. No more icky dynamic
   calls. Replaced by specific code for the 3 modules that used it.
 - Refactored module cooldown. It now uses addtimer, and power usage is
   hooked directly into the cooldown calls.
 - Added atom/movable/proc/has_buckled_mobs(). Currently not that useful,
   but, necessary for porting the multi-buckling system from /tg/.
 - Split code/game/mecha/equipment/tools/tools.dm into multiple files.
 - Removed snowflake behaviour from exosuit drill. It now calls
   turf.drill_act(src).
  - Different from /tg/: Allows you to drill any wall/floor normally.
 - Drill no longer gibs mobs. It deals 80 organ damage instead.
 - Drill can be used to harvest dead mobs.
 - Removed all global_iterator systems from mecha and mecha equipment.
   Everything now uses object processing.
 - Mecha now have a turn sound variable and step sound variable. Updated
   all subtypes to use these instead of snowflake domove procs.
 - Removed mecha_do_after, mecha now uses the normal do_after.
 - Removed enter_after, same as above.
 - /obj/mecha/Process_Spacemove no longer strangely calls the user's
   spacemove.
 - /obj/mecha/return_pressure now uses return_air instead of copypasted
   cabin air detection.
 - Same for /obj/mecha/return_temperature
 - Added /obj/mecha/Exited. Basically, properly clears occupant refs,
   even if they teleport out/otherwise exit improperly.
 - Added hooks for mecha action buttons; Didn't implement them yet.
 - Moved mecha UI to code/game/mecha/mecha_topic.dm
 - Fixed turfs not updating atmos when ChangeTurf(/turf/space) is used.
 - Updated visible_message and audible_message. Both now use
   get_mobs_in_view() to ensure that mobs inside containers can see
   messages.
 - Removed /obj/item/mecha_parts/mecha_equipment/tool subtype. It had no
   use. Any subtypes are now just subtypes of
   /obj/item/mecha_parts/mecha_equipment.
2016-08-12 06:14:00 -07:00
Aurorablade bb840f4dce Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-07-21 23:56:34 -04:00
Tigercat2000 71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
Aurorablade a02a38b6e9 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-06-21 07:42:29 -04:00
Fox-McCloud 5238628d9d Grab Fixes and Throwing Refactor 2016-06-08 01:57:58 -04:00
Aurorablade 0ac1a0f759 code'sie has risen 2016-05-29 23:37:40 -04:00
Aurorablade f99a8141c5 TG Ports and datum cult screwups 2
I may have missed something
2016-05-11 20:15:36 -04:00
Aurorablade 7a99d8fe74 Crazy Fethas Traitor Emporium of Horrors 2016-04-27 19:09:21 -04:00
Tigercat2000 0f70e6810b -tg- OOP Hud Refactor
- Added 4 new HUD styles
 - Humans recreate their hud if they change their UI pref mid-game
 - Refactored how objects are added to the client screen
 - HUD's are now handled by subtype and mob/proc/create_mob_hud()
 - HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now
 - Mobs only create/destroy their HUD when necessary, not every Login()
 - Destroyed aim-mode, it didn't work and I couldn't make it work.
 - Renamed all of the screen1_x.dmi files to screen_x.dmi
 - Removed screen1.dmi, screen_gen.dmi now handles generic icons.
2016-04-21 20:28:08 -07:00
Tigercat2000 78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00