Since the preference files are now numbered and named differently I made it detect old saves, when a player loads a save file, so it can rename it. Basically, everything should be saved still.
Character Setup UI change. I changed the layout of the character screen to not require scrolling.
Screenshot 1: http://i.imgur.com/xPAzn.png
Screenshot 2: http://i.imgur.com/iBKJ6.png
I've made the limit variable in the All-In-One grinder actually do something.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4058 316c924e-a436-60f5-8080-3fe189b3f50e
replaced canweaken and canstun variables with status_flags bitfield. Current flags are CANWEAKEN CANSTUN CANPARALYSE. Although you could add stuff like CANDAMAGE, CANBLIND, CANDEAFEN etc. to add additional flexibility to mob code and reduce on duplication.
Added humans_need_surnames as a config option. If when spawning a human has only one name it will give them a random surname. I'd recommend leaving it on so that people can't name themselves "floor" "Unknown" etc.
totally removed autolowercasing of names (except for first letter) due to people pestering me. inb4 everyone starts CRUISECONTROLLING.
allowed a few characters like @ # etc for when the flag allow_numbers is set. So AIs can use those symbols (numbers and symbols cannot be used as the first character because of syntax.
Added alium nests. They're basically beds that only aliums can use. They are made of sticky resin which aliums secure their prey too for sexytimes.
Weed nodes are no longer dense.
Tidied up some alium verbs so that they are more structured. This will allow me to add Alt-Click neurotoxin shooting for queens and sentinels
Queens can secrete resin now to build nests/walls/membranes (doors to come!)
Drones that evolve into queens when there is already a live Queen will become princesses instead so the hive can tell them how stupid they are for splitting from the will of the hive. It also gives them a number so they can be differentiated between.
Credits to 39kk9t for fixing larva/death.dm, hissing which I forgot to do and some of the alium verbs. You're awesome <3
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3983 316c924e-a436-60f5-8080-3fe189b3f50e
* Reworked job randomizing
* Added some user feedback to recharger
* Added a new preference setting in job preferences. This setting will make you get a random job if your picked occupations were already filled. This defaults to on to make less graypride.
* Updated changelog
I have tested the new job randomizing with friends and it works good, not sure about large scale however. Feel free to revert this change if it fucks up everything. (and notify me of problems)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3893 316c924e-a436-60f5-8080-3fe189b3f50e
Credits to PowerfulStation devs for a few of the sprites which are not made by myself. Credits to Cheridan for the kinky stuff.
Minor runtime fix where target was becoming null...somehow.
Moved unused dmis into the icons/unused directory. They won't even be searched through if you are using resources.dm and have 'dream-maker > build > preferences > Automatically set FILE_DIR' off.
Should save a megabyte or two from the resourcefile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3835 316c924e-a436-60f5-8080-3fe189b3f50e
Added resources.dm where FILE_DIR can be defined manually. It should speed clean-compiles up by reducing the number of places the compiler searches for resource-files to put in the resource-cache (stuff in ' ' quotes. e.g. icon='human.dmi').
To use manual FILE_DIR defines go to:
Build > Preferences for tgstation
in dreammaker. Then un-tick "Automatically set FILE_DIR for sub-directories"
It also means you have less crap to clean up in the .dme before every commit C:
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3820 316c924e-a436-60f5-8080-3fe189b3f50e
r3803:
- Contained many bugs, first of which was that it didn't really... work.
- Split the HUD and code into separate objects, thus creating a fork in code. This implies that any changes need to be mirrored on the fork objects, thus doubling the amount of code maintenance we have to do.
- The UI should be one of the most standardized things around. Giving choices here is bad design practice.
- Double the amount of defines does not equal to double the amount of fun.
- The revision does not adhere to our coding standard. See the changes to /trunk/code/modules/mob/hud.dm in r3803 as an example.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3804 316c924e-a436-60f5-8080-3fe189b3f50e
- Deleted most of the unneeded icons from screen1_Midnight.dmi Use that as the reference for making new icon sets.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3647 316c924e-a436-60f5-8080-3fe189b3f50e
Adds a borg reset upgrade that can revive a dead borg, valued at roughly half the cost of a new borg body.
The world restart when everyone dies will no longer fire if someone else is revived during the 30 seconds.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3420 316c924e-a436-60f5-8080-3fe189b3f50e
Ghosts no longer hear emotes from across the map.
You can once again examine yourself.
Buildmode is back in because it is a very useful and great tool.
It is also an ADMIN TOOL and will cause runtimes like most of the other admin tools if you use it like shit.
Removed more erp bullshit
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3417 316c924e-a436-60f5-8080-3fe189b3f50e
Converts the metadata system into its own thing
Makes ghost_ears hear emotes as well as a test.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3392 316c924e-a436-60f5-8080-3fe189b3f50e
Changes changling unstun time to 45 from 25
Fix for the datumvars file which had spaces instead of tabs
Adds the starts of a rather robust erping system! In time, we can make SS13 as realistic an ERP simulator as it is an atmos one.
Adds metadata support for clients, mostly to hold ERPing notes. This is included in the savefile.
Adds code support for a parrot in! Just needs a sprite
Bugfix to the 'resist' button, unless I don't understand how it works. I don't see how it could have ever worked before.
Preferences are now attached to a mob
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3386 316c924e-a436-60f5-8080-3fe189b3f50e
- To fix this for your own character before this goes live, just toggle the ghost-ears setting on your profile setup page at least once and then select the option you wish to have. Then save the profile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3116 316c924e-a436-60f5-8080-3fe189b3f50e
Comitting Nodraks's ghost ears toggle preference.
I also removed the underwear option, as it could not be toggled.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3038 316c924e-a436-60f5-8080-3fe189b3f50e
Thanks to Exadv1 the reagent checking code for chem got a nice performance tweak.
Minor text change to the steal ai objective.
Few runtimes/nullchecks fixed.
HoS does not spawn with a flash, Warden does not spawn with a taser, Security officers now spawn with a flash.
Wizarditis has been uncommented and nerffed quite a bit.
Moved most of the suits over to the clothing module folder.
Force 0 items won't damage humans.
The two lockboxes have been readded to the armory.
The brigs extra large power cell has been cut in half. (still twice as large as normal apcs)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2480 316c924e-a436-60f5-8080-3fe189b3f50e
○ Hairs are now defined in /datum classes located in the new file sprite_accessories.dm. Further explanation and documentation can be located in this file.
○ As a result of the above change, some new_player preferences code had be reworked. Savefile versions have also been updated, and a small conversion proc has been placed to prevent file corruption and mis-matched variable data.
○ The final result of all of these changes is a simpler, pain-free way to add in new hairs. It also makes the code much more readable.
Other stuff:
○ Three new hairstyles (mostly female), one new beard.
○ Updated the changelog.
Final bugfixes:
○ Fixed xray superpower preventing you from using any kind of HUD eyewear.
○ You can no longer strangle metroids - instead, attempting to strangle them will result in you "squeezing" them.
The new hair system, while thoroughly tested by myself, is very prone to bugs given its very prototype state. Any bugs are to be reported via Issues.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2444 316c924e-a436-60f5-8080-3fe189b3f50e
Rewrote the job selection system to use bitflags and the jobs are now objects.
Fixed a path conflict with effect which caused a few things to be unable to be clicked on.
Commented out the job.txt, Urist if you still want it to load from the .txt give me a yell and I can update it to work with the job objects.
Fixed up the bits that were missing the slightly updated mob organ attack code.
Moved the traps file into unused.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2340 316c924e-a436-60f5-8080-3fe189b3f50e
Added a toggle option to be a pAI (much like you can for aliens.) Changed popup window into an alert() and added a "never for this round" button in it. Can permanently set whether or not you want to be a pAI in your save (might not work as intended, only did mild testing, I cannot into bitwise operations.)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2162 316c924e-a436-60f5-8080-3fe189b3f50e
Made it so the last exclamation mark when a silicon player exclaims something is not filtered out.
Removed xenomicrobes and wizarditis from metroid core reactions. Replaced xenomicrobes with Retrovirus.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1967 316c924e-a436-60f5-8080-3fe189b3f50e
Moved the spacecraft folder into the unused section, moved syndiebeacon into machinery.
Research moved into Modules.
Virus2 moved into WIP - is anyone even working on this, it looks almost done?
Computer2,optics,pda2,experimental moved unto unused.
WIP Chemistry things moved into Chemical Module
Cameras.dm moved into weapons
GameKit.dm moved into unused
BrokenInHands.dm moved into unused
Removed Grillify.dm
Moved all of the files listed as unused in the mining module to unused
Removed several empty folders in modules
Moved cloning.dm into machinery
Moved NewBan.dm into admin
Changed humanoid aliens new_life.dm into life.dm
Moved beast mob into unused
Moved hivebot into unused
Moved carpedexplosion.dm into unused
Moved ai_lockdown.dm verb into unused and removed it from the AIs verb list as it didn't actually do anything.
Removed mastercontroler2.dm
Moved savefile.dm from human to new_player
Bugfix
People spawning on the starting screen on rev/cult should be fixed.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1964 316c924e-a436-60f5-8080-3fe189b3f50e