Commit Graph

836 Commits

Author SHA1 Message Date
monster860
399a700285 Parallax Smoothing 2016-06-22 14:22:26 -04:00
monster860
be37311cb9 Fixes the opacity problem 2016-06-21 15:46:40 -04:00
monster860
120e470458 Ports /vg/ parallax 2016-06-21 14:58:49 -04:00
Aurorablade
a02a38b6e9 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-06-21 07:42:29 -04:00
TheDZD
2ff50cab66 Fixes a Thing (#4723)
* Thanks @tigercat2000

* BYOND does not have 510.1347 for Linux yet
2016-06-19 14:27:52 -04:00
TheDZD
36aaa78b76 Merge pull request #4610 from monster860/ui_plane
Puts UI on it's own plane
2016-06-19 13:38:01 -04:00
monster860
3295020088 Merge branch 'master' into ui_plane 2016-06-19 12:38:00 -04:00
KasparoVy
3dba1b2886 Noir Doesn't Grey out HUD, Adds Remaining Glasses for Vox, 'Yi' to Vox-pidgin syllables & Framework for Icon-based Skin Tone, Fixes #3138, Greyscales Vox Hair (#4614)
* Ports #9294 and #9322 from VG: 'Yi' to Vox-pidgin and Framework for Icon-based Skin Tone (Feat. Vox) and Glasses/Goggles for Vox.

Both ported PRs by Intigracy.

Also adds all remaining in-use glasses/goggle sprites for Vox. I cleaned up the code a bit while I was in there. Otherwise, that's it.

Furthermore, randomizing skin tone doesn't seem to work for Vox despite their being specified in the conditional lists and s_tone being not null.

* Morph Support

* CMA Support

* Ports Intigracy's vgstation13/pull/9460, Noir Vision No Longer Greys Out HUD.

* Fixes Positioning of Vox Jensen Shades East+West facing Sprites.

Fixes Heist Goofery

Game-mode (not one-click antag) Heist tweaked and returned to working order now that I've found out how to test the actual game-mode (after temporarily adjusting the population requirement).

Vox Raiders won't spawn in with whatever socks were in their selected spawn-character's preferences anymore.

Additionally, the set_species proc now zeroes out skin tone if the species doesn't have skin tone to avoid goofing up the icons on initial generation.

Also condenses the code in preferences_setup character creation icon generation. Made it use the individual species' skin-tone handling procs instead of code snowflaked into preferences_setup.dm.

* No More Vox Tail Colours, but they can Colour Their Hair.

* Removes unneeded 'src's and retroactively prohibits colouring tails on species without HAS_SKIN_COLOR.

Colouration won't be applied to src's tail unless HAS_SKIN_COLOR is in
src's species bodyflags.

* Tidies up some Lists in CharPrefs and Retroactively Prohibits Vox Hair Colouration

* Reverts unnecessary commenting out of vox armalis post-spawn handling parent call.

* Adds Emerald and Azure Vox Skin Tones.

* Stealthy Wryn Typo Fixed.

* Greyscales Vox Head+Facial Hair and Adds More Default Colours in Species Definitions

* Gives Vox Raiders Default Hair Colour and Fixes Bug where Roundstart Raiders don't get Random Skin
2016-06-19 11:35:36 -04:00
Fox McCloud
695cde670a Merge pull request #4515 from TheDZD/why-did-i-try-doing-this-again
Major Gun Refactor
2016-06-08 22:49:10 -04:00
monster860
64ea452f20 Puts UI on it's own plane 2016-06-06 17:12:28 -04:00
Tastyfish
57abc28c73 Fixes holsters and potentially other accessories with action buttons 2016-06-01 20:30:57 -04:00
TheDZD
c51e6674cb Of powergloves and pedantry 2016-06-01 17:09:16 -04:00
TheDZD
4facfcb5a4 More fixes and sprites 2016-05-31 22:51:14 -04:00
TheDZD
f7d4cbe108 Fixes paths, snipers, turrets, mechas, some other things. 2016-05-31 22:50:59 -04:00
TheDZD
8dcf46bf91 Sprites & fixes 2016-05-31 22:50:57 -04:00
TheDZD
a4e950d21a Compiles, and guns work™ 2016-05-31 22:50:55 -04:00
Aurorablade
0ac1a0f759 code'sie has risen 2016-05-29 23:37:40 -04:00
Aurorablade
ffb0201a25 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into BookClub 2016-05-21 21:59:29 -04:00
Aurorablade
d102a0b0b9 more VG stuff 2016-05-17 21:09:45 -04:00
Tastyfish
b77541bc9b Fixes a couple runtimes and weird add_reagents/add_reagents_list that was silly 2016-05-12 19:22:07 -04:00
HugoLuman
1b833e1af9 Adds an alert for Drask breath regen 2016-04-28 16:36:25 -07:00
TheDZD
18a63c788d Merge pull request #4267 from tigercat2000/CRAZY_HUDS_AMIRITE
-tg- HUD styles
2016-04-25 19:57:59 -04:00
Tigercat2000
d01eb6504e Fixes 2016-04-25 16:53:40 -07:00
Tigercat2000
57648bd6b7 Fix multiple instances of to_chat not being used 2016-04-23 20:45:37 -07:00
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
Fox-McCloud
552b02050a Merge remote-tracking branch 'upstream/master' into fixes-cold-heat 2016-04-20 18:06:03 -04:00
Tigercat2000
88f3414d4c PoolOrNew is ugly, carbon trailing returns, oh my 2016-04-16 16:35:06 -07:00
Tigercat2000
aa3b7ac678 -tg- screen alerts
A lot has changed.

Major points:
 - All mobs now use the -tg- thrown alerts system. This is a system where
   a maximum of 5 "alerts" (which take the apperance of HUD icons like the
   inventory and modular action buttons) on their HUD.
 - Alerts are defined as a subtype of /obj/screen/alert.
   - Alerts are "thrown", or activated on the mob with the proc
     `mob.throw_alert("alert_id", /obj/screen/alert/path, severity
     (optional), new_master (optional, overlays the referenced "obj" on the
     button))`
   - Alerts are cleared by calling `mob.clear_alert("alert_id")` or by the
     /obj/screen/alert containing a `timeout` setting, which will
     automatically clear itself after that period of deciseconds.
   - Alerts may have functionality beyond appearance: Mousing over them
     will use the WireWraith tooltip system to generate a themed tooltip,
     and clicking them may have a function defined on the
     /obj/screen/alert object.
   - Shift-clicking an alert will give you it's name and status, in case
     the tooltips fail to work.

 - Hunger/Oxygen/Toxin/Nitrogen/Pressure/Etc warnings are now handled via
   the -tg- thrown alerts system.
   - Failing to breathe anything will display as an "No O2" warning.
   - Species breathing has been refactored to accomodate this. Vox are
     able to breathe the station air without instantly dying, but will be
     poisoned every time they breathe by the oxygen in the air. Any
     species with a unique gas breathing type will also display the
     correct "Choking (no X gas)" instead of just "oxygen". (Unless they
     have not breathed anything in, it's a quirk.)
   - Robot cell/temperature alerts also use this.
   - Aliens, though not harmed by toxins, will have an alert if they
     breathe in toxins, notifying them that "You'll be toast if this
     lights up."

 - More alerts have been added
   - Buckling
     - Activated on: Being buckled to an object.
     - Cleared on: Being unbuckled.
     - Click functionality: Calls resist(); Will unbuckle from chair
       instantly if unrestrained, otherwise, there is a delay period.
   - Hand/Leg cuffs
     - Activated on: Being handcuffed.
     - Cleared on: Being unhandcuffed.
     - Click functionality: Calls resist(); Will attempt to either get out
       of the handcuffs, or, if you are a xenomorph or hulk, break the
       handcuffs in 5 seconds.
   - Blind/High
     - Activated on: Becoming blinded/becoming high on LSD.
     - Cleared on: Becoming unblinded/the high wearing off.
     - Click functionality: None.
   - Asleep
     - Activated on: Life() tick detecting sleeping.
     - Deactivated on: Sleeping being 0 or less.
     - Click functionality: None.
   - Weightless
     - Activated on: Losing gravity.
     - Deactivated on: Moving back into an area with gravity.
     - Click functionality: None.
   - On Fire
     - Activated on: Catching fire.
     - Deactivated on: Being extinguished.
     - Click functionality: Calls resist(); Causes you to stop, drop, and
       roll, which will reduce firestacks and possibly extinguish you.
   - Law update (BORG ONLY)
     - Activated on: Laws being changed.
     - Deactivated on: Timer, 300 deciseconds.
     - Click functionality: None.
   - Hacked (BORG ONLY)
     - Activated on: Being emagged/given malf tools by the malf AI.
     - Deactivated on: Emagged status being removed.
     - Click functionality: None.
   - Locked (BORG ONLY)
     - Activated on: Lockdown being set (by emag law rewriting/robotics
       console/wire being destroyed)
     - Deactivated on: Movement being unlocked.
     - Click functionality: None.
   - Notify Cloning (GHOST ONLY)
     - Activated on: A human's body being placed in a DNA scanner.
     - Deactivated on: Timer, 300 deciseconds.
     - Click functionality: Reenters body.
   - Notify Jump (MULTIPURPOSE) (GHOST ONLY)
     - Activated on: Any sort of chance to become a mob (ie, golem rune).
     - Deactivated on: Timer, 300 deciseconds.
     - Click functionality: Varies.
2016-04-16 14:27:03 -07:00
Fox-McCloud
afddc2d8f1 Fixes+Cleans Up Cold+Heat Resist Mutations 2016-04-15 00:38:44 -04:00
Tastyfish
7d259d35c7 Ports SNPCs 2016-04-09 00:10:01 -04:00
Tigercat2000
78f53553f8 Reduce lines by removing blank lines added by PJ's script 2016-04-05 08:25:57 -07:00
Tigercat2000
9d430844c3 Replace most (if not all) output << operators with to_chat(user, message)
Currently, to_chat is literally just a proc that does user << message.
But it'll let us do output modification in the future, especially for
something like Goon's HTML chat.

Big thanks to PJB for his to_chat script, see
https://github.com/d3athrow/vgstation13/pull/6625 for more details.
2016-04-05 08:15:05 -07:00
Tigercat2000
7a41efd1da Last staging fixes 2016-04-01 16:09:43 -07:00
Tigercat2000
519992b5a9 Merge branch 'byond510'
Conflicts:
	.travis.yml
	code/game/jobs/access.dm
	code/game/machinery/camera/camera.dm
	code/game/machinery/flasher.dm
	code/game/machinery/vending.dm
	code/game/objects/items/devices/laserpointer.dm
	code/game/objects/items/weapons/grenades/flashbang.dm
	code/game/objects/items/weapons/tools.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/carbon/human/species/species.dm
	code/modules/mob/living/life.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/bees.dm
	code/modules/nano/modules/virus2_creator.dm
	code/modules/virus2/disease2.dm
	code/modules/virus2/diseasesplicer.dm
	paradise.dme
2016-04-01 14:15:44 -07:00
Tastyfish
6a8ea815b2 Merge branch 'master' into buttbots2
Conflicts:
	code/defines/procs/AStar.dm
	code/modules/mob/living/simple_animal/bot/cleanbot.dm
	code/modules/mob/living/simple_animal/bot/medbot.dm
	paradise.dme
2016-03-31 13:33:46 -04:00
Tastyfish
25195208a9 Ports tg simple_animal bots 2016-03-28 00:22:04 -04:00
Aurorablade
8dd0aecac8 BUTCHER ALL THE THINGA 2016-03-25 20:08:06 -04:00
Aurorablade
4557d17730 fixed simple animal butchering.... 2016-03-24 23:44:10 -04:00
Aurorablade
40a1086f14 butchering is still broke.... 2016-03-24 00:07:41 -04:00
Aurorablade
db887489d3 tiggersgonnaeatme 2016-03-23 17:31:29 -04:00
Fox McCloud
0e521388d8 Merge pull request #3936 from Tastyfish/captain-ian
Improves pet collars
2016-03-21 21:05:42 -04:00
Fox McCloud
3bde57e65c Merge pull request #3905 from Aurorablade/GuardianUpdate
Antagus Minor:Spritus
2016-03-20 18:40:26 -04:00
Tastyfish
e98484e103 allows collars to be used as id for doors 2016-03-20 09:34:36 -04:00
Aurorablade
5896ebc1ca bwoink 2016-03-16 03:53:38 -04:00
Tigercat2000
296e689e7e Merge remote-tracking branch 'upstream/master' into tgcam
Conflicts:
	code/modules/mob/living/carbon/human/human.dm
2016-03-14 14:45:21 -07:00
Tigercat2000
bc78146178 Port -tg-station cameranets
This should make it much easier to port abductors, if we ever want to do
that.

Changes:
  - Fixed a bug where the AI could not delete photos it takes.
  - Ported -tg- cameranets. This means that all of our camera based systems are more or less up to date with -tg-; 510 features are missing.
  - An AI with the 'camera lights' mode on will now, instead of the button toggling the closest camera's light, toggle camera lights on/off as the AI moves.
  - It now takes a minimum of 30 deciseconds between attempting to track someone, and locking on. This number is increased by their distance away from the AI eye.
  - The camera activate/deactivate proc is now called 'toggle_cam'.
  - The 'trackable' proc has been replaced by a more object-oriented 'mob.can_track()' proc.
  - The 'networks' section of the security camera console is now above the camera list.

In laymans terms: This refactors how security cameras calculate what
viewers can see, and adds a few neat features on top.
2016-03-13 15:06:24 -07:00
Crazylemon
1eba9a6df1 Skeletons and slime people should no longer bleed "blood" when hit 2016-03-10 17:03:25 -08:00
Fox McCloud
ab490f7fd9 Merge pull request #2903 from Aurorablade/OrganRefactor
[HOLY SHIT!]Charlie, lets go to candy mountain, charlie
2016-03-04 19:51:50 -05:00
Crazylemon
3d37285c2f Adds in returns, removes buildmode click speed limit on living mobs 2016-02-29 16:03:11 -08:00
Crazylemon64
a816e0e0aa Makes buildmode quit if you switch to another mob, to prevent tragedy 2016-02-29 08:09:47 -08:00