Commit Graph

683 Commits

Author SHA1 Message Date
Krausus
355fb3c080 Fixes morgue updating and removes VGhooks 2016-07-11 17:39:21 -04:00
Tigercat2000
71e5344a98 Mass replace 2016-07-07 19:34:02 -07:00
Krausus
3f4e15e35a Adds 1-second delay to late-join job selection 2016-07-01 17:22:26 -04:00
Krausus
6a8ea1db53 Categorizes Late-Join Job List (#4826)
* Late-Join Job List Categorization

* Late-Join Job List Columnization
2016-06-30 20:19:28 -04:00
Fox-McCloud
cf63c2f47e Lobby Players Ready Fix 2016-06-29 13:21:44 -04:00
Kyep
d28cb5e8bc Allows admins to save their CC characters (#4717)
* Initial Checkin

- Creates two new admin-only jobs, "Nanotrasen Navy Officer", and
"Special Operations Officer". The former is for IC investigations by
admins of situations on the Cyberiad, and spawns in the admin room. The
latter is for leading/overwatching ERT teams, and spawns at the ERT
office.
- Neither of these jobs are accessible to normal players, either on
join, in preferences, or as a random job.
- When they are spawned, no announcement is made, and they do not show
up on the crew manifest.
- In other news, the "select equipment" debug verb has also been
adjusted so that NT Navy Officers get the same equipment either way.

* Fixes teleporter on admin station so that admins can use it to teleport directly to bridge

* Fixes CC jobs not always displaying CC HUD icon for sechuds

* Adds an implant that dusts someone on their death

* Tweaks

Changes:
- CC officers now spawn with an internals box in their backpacks, like
everyone else.
- CC officers now get dust and death alarm implanters in their backpacks
on spawn, rather than automatically having the implants in their bodies.
This enables admins to test things on admin station without worrying
about dusting or having their deaths broadcast.
- Dust implants no longer provide death alarm functionality.
- Dust implants no longer process().
- Dust implants are now based on explosive implants, and can be manually
activated via deathgasp.
- CC officers now spawn with CC headsets that are named 'centcom
headset'.

* Deletes CC encryption key

* Switches to using imp_in.dust()
2016-06-26 13:57:59 -04:00
Krausus
eecf8ba93b to_chat fixes
Mostly sounds using to_chat instead of << like they should. Also, the
to_chat CRASH now refers to itself as to_chat instead of Boutput.
2016-06-24 18:36:50 -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
Lady-Luck
05a3c2cfdf Adds selected character below Setup Character button (#4680) 2016-06-16 05:18:07 -04:00
TheDZD
1f46720605 Merge pull request #4584 from Crazylemon64/i_did_another_dumb
Prevents message spam on roundstart
2016-06-03 20:13:40 -04:00
Crazylemon64
83f8963682 I did a comparison on the wrong thing 2016-06-03 17:05:28 -07:00
TheDZD
6639bb2299 Merge pull request #4546 from CrAzYPiLoT-SS13/changelogtweaks
Changelog notification tweak
2016-06-03 12:36:51 -04:00
Matt Milosevic
49d7390614 Tweaks some things regarding the change notification 2016-05-31 12:52:56 +02:00
Crazylemon64
9d3772e1b0 Fixes a stupid I did in prefs checking that caused a mountain of runtimes 2016-05-31 00:51:59 -07:00
Fox McCloud
5395a0515d Merge pull request #4365 from CrAzYPiLoT-SS13/changelog_change
Adds unread changes notification
2016-05-25 19:24:44 -04:00
Fox McCloud
3ee2e470a1 Merge pull request #4331 from KasparoVy/voxhair
Refactors Hair so it's on the Head + Adds a Vox Hairstyle + Fixes/Refactors Morph + Features to Morph and CMA...
2016-05-13 15:36:34 -04:00
Fox-McCloud
f73ec5a20e Removes Players Ready From Lobby 2016-05-09 02:11:53 -04:00
Matt
c2ce4d1a95 Adds unread changes notification 2016-05-05 19:29:01 +02:00
KasparoVy
9015f11f41 Fixes Morph Being Borked + Additional Features for Morph and C.M.A.
Before it wouldn't update skin colour or eye colour, and ended up breaking the sprite such that C.M.A wouldn't have an effect on it after.

Now it works perfectly fine, C.M.A works just fine too before and after

STAGE 2: Refactors Morph

So you change gender first and thus can actually access male beard styles, then you choose hair style and hair colour, then beard style and beard colour, then skin tone or body colour at the very end.

STAGE 3
Adds Head Accessory, Head Accessory colour, marking style and body accessory to Morph and C.M.A.
2016-05-03 01:50:16 -04:00
KasparoVy
f95655419c Refactors Hair so it's on the Head + Adds a Vox Hairstyle + Adjusts Vox Hairstyle Names for Consistency -- PASS 1
Also fixes a typo or two.

TO DO: FULLY TEST AND SWEEP FOR BUGS, ERRORS AND RUNTIMES
2016-04-30 08:12:41 -04:00
Fox-McCloud
f1acc84b8c Merge remote-tracking branch 'upstream/master' into hair 2016-04-29 19:48:49 -04:00
Fox-McCloud
d29ceda262 Merge remote-tracking branch 'upstream/master' into hair 2016-04-28 18:37:56 -04:00
HugoLuman
5915619c4d Merge branch 'master' of https://github.com/QuinnAggeler/Paradise into Paradise-drask
# Conflicts:
#	icons/mob/human_face.dmi
2016-04-26 17:32:04 -07:00
Fox-McCloud
371a122430 Hair Request 2016-04-26 01:26:24 -04:00
KasparoVy
6398e9c3fe Pass2 2016-04-21 19:58:38 -04:00
KasparoVy
a9ee7ea97e PASS 1
TO DO: SCISSORS AND SHAVER REWORK
2016-04-21 19:58:37 -04:00
HugoLuman
bfcebf8044 Adds Orluum to silicon dms, fixes random skin tone
Also, butt sprites

Signed-off-by: HugoLuman <qaggeler@uci.edu>
2016-04-14 14:40:25 -07:00
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
Crazylemon64
7e13f5b465 Fixes indentation 2016-03-21 23:26:26 -07:00
Crazylemon64
b9242cc960 Merge branch 'master' of https://github.com/ParadiseSS13/Paradise into various_appearance_fixes 2016-03-21 22:39:45 -07:00
Crazylemon64
dbbbbac7a4 Moves most appearance code into "copy_to", rather than new_player 2016-03-21 22:26:41 -07:00
KasparoVy
98285c0518 No longer, I hope. 2016-03-17 20:37:41 -04:00
SamCroswell
c1f26fac4e Fixes the tat gun 2016-03-14 17:51:27 -04:00
Crazylemon64
fff283bd2a Organs now properly retain appearance upon cloning and DNA scramble 2016-02-29 22:49:46 -08:00
KasparoVy
65e3b13d2e Readds Bald Tajaran Hairstyle, Fixes non-Human Masks 2016-02-07 02:10:44 -05:00
Crazylemon64
945dbe0f0e Woo everything's done 2016-02-01 09:19:05 -08:00
Crazylemon64
294ad1f2a6 Haven't quite gotten preferences working yet 2016-01-30 20:06:14 -08:00
Crazylemon64
ee8042d856 All is clear, ready to go 2016-01-30 12:48:54 -08:00
Crazylemon64
8f558e6f19 First pass of squishy slime hair 2016-01-29 16:37:46 -08:00
Fox-McCloud
913922b408 Adds in Skeleton Race 2016-01-27 00:45:32 -05:00
KasparoVy
f769c9b23b Fixes Vox Robes + Sec Preferences Beret Icon Generation + Sigholt's Beret @ Issue #3364
Does what it says on the tin
2016-01-24 02:22:55 -05:00
Fox McCloud
18b95c61fd Merge pull request #3268 from NTSAM/master
Adds an IPC screen
2016-01-18 02:44:41 -05:00
Fox McCloud
f9843fed28 Merge pull request #3195 from KasparoVy/Tail-Fix-A2
Tail Fix Take 2
2016-01-17 23:03:01 -05:00
KasparoVy
b6af0dd02b TAIL FIX! Squashing all those commits...
- Adds blank icons with standardized timings for species tail wagging,
used in icon generation.
- Fixes tails overlapping arms/limbs + gloves, etc. when facing EAST or
WEST.
- Ensures tails will overlap stuff as normal only when facing NORTH so
as to avoid unwanted interference with the base sprite.
- Tails now appear in ID cards, overlaying things correctly.
- Tails now overlay and are overlaid by things correctly in preview
icons.
- Modifies the positioning of tail icon generation in the ID card
preview icon generation file.
- Modifies the positioning of tail icon generation in the player
preferences preview icon generation file.
- Breaks limb generation into its own layer, breaks tail generation into
a second layer that can be overlaid by limbs.
- TAIL_LAYER will now overlay the NORTH direction sprite of a tail now,
while TAIL_UNDERLIMBS_LAYER gets all remaining directions.

**AIMS TO DO THE FOLLOWING:**
- *ELIMINATE THE ISSUE IN #3183 WITH DUPLICATE TAIL ICON GENERATION*
- *ELIMINATE THE ISSUE IN #3183 WITH TAILS WAGGING TOO FAST/INCORRECTLY*
- *ELIMINATE THE ISSUE IN #3183 WITH BODY ICONS NOT RENDERING*

Missed a spot

Occurred when reformatting the code and reducing the number of pointless
variables

Missed a spot 2

Crash Fix

Fixes Spontaneous Tail Overlapping Limbs

Tiny Unathi Sprite Corrections

One pixel on the Unathi right arm east direction sprite was miscoloured
(used left arm west direction as a reference), and the animated Unathi
tails previously did not meet the body while naked-- appearing to float.

Fixes both

Finalizes Changelog

Cleans up Vox puke

Accommodates Admin Overrides to body_accessory Species Checks & Fix

Does the above
Elaborating on accommodation: Species getting body accessories that
wouldn't normally be getting body accessories will inherit the
Vulpkanin's default animation template as those are currently the only
tails we have to worry about right now
Elaborating on Fix: Adds a default animation template for Vulpkanin in
body_accessory as the animation timings for Vulpkanin tails there are
different from those in effects/species.dmi

Unathi Static Tail Fix

Adjusts north-direction Unathi static tail sprite, now attaches to the
body in the correct location.

This PR is now on Sale!

Significantly cheaper.

Now, it will only generate tail icons on a per-direction basis if the
user's species is flagged to have a tail that is overlapped by limbs
(TAIL_OVERLAPPED).

Otherwise, it just uses the traditional cheapo method of icon
generation.

This way, we have fixed wagging Voxtails at a lower cost.

Even Cheaper

If the user's species isn't flagged to have a tail that needs to be
overlapped by limbs, it won't divert limbs into their own layer as it's
unnecessary. Tested by spawning a member of every species, walking
around to see if there was any directional issues, wagging and *swagging
all tails-- all is still working as it should be.
2016-01-17 19:32:22 -05:00
NTSAM
4407553202 Adds a new IPC screen
Adds a rainbow IPC screen.
2016-01-17 00:00:56 -05:00
KasparoVy
902337b828 Crosses Ts 2016-01-15 01:06:59 -05:00
KasparoVy
ab69e1a3a6 Missed a spot. 2016-01-15 00:51:56 -05:00
KasparoVy
b10a516bde Adds TG Underwear, Fixes Beret and NV Scigogs 2016-01-15 00:40:11 -05:00
TheDZD
4941d804fa Merge pull request #3184 from ParadiseSS13/revert-3166-Tail-Fix
Revert "Fixes Tails Overlaying Arms"
2016-01-10 18:17:12 -05:00