Commit Graph

7479 Commits

Author SHA1 Message Date
Ccomp5950
65b8215ec7 Merge pull request #4465 from Loganbacca/chemsmoke
Chemsmoke rewrite
2014-02-22 18:33:43 -06:00
Aryn
bb6f030f84 Added Reboot ZAS as a debug verb.
Replaces the air controller, marks all old zones invalid,
 and adds every turf to the update list. Results are the same as on a
 server start.
2014-02-22 09:09:48 -07:00
Ccomp5950
e72c584ac8 Reapplys this runtime fix when dead /mob/living would not have a client. 2014-02-22 03:47:46 -06:00
Ccomp5950
8ef2e10237 This reverts commit all the say code changes over the last couple of days.
Except for the removal of the redundant get_mobs_in_view used for bolding ghosts text.
2014-02-22 03:46:10 -06:00
Ccomp5950
d95caffecb DEV EMPOWERMENT Gives people with R_DEBUG access to runtimelogs.
Also moves make_everyone_random to R_FUN where it belongs, gets rid of that dumb panel from my awesome dev screen.
2014-02-22 01:45:43 -06:00
Segrain
86c73e242b Fix for embedding. 2014-02-22 10:16:55 +03:00
Segrain
fd738a5767 Smallfix. 2014-02-22 06:54:48 +03:00
Segrain
b04d00ff7b Typo fix. 2014-02-22 06:54:11 +03:00
Segrain
ef3b565f64 Fix for #4458. 2014-02-22 06:53:37 +03:00
Ccomp5950
6dc330a398 Bugfix: get_mobs_in_view won't allow AIeyes to hear chat.
Also:  Added a client check to saycode for now that stops runtimes when you have a dead body with no client and removed colons from it.
herp derp.
2014-02-21 21:29:34 -06:00
Aryn
f511ac20c2 Fixed some debug verbs, removed ZASDBG define. 2014-02-21 08:46:56 -07:00
Loganbacca
a204a46f4b Runtime fix
- Fixed a runtime caused by effects bumping disposal chutes.
2014-02-22 01:07:45 +13:00
Loganbacca
f593232aa5 Reagent reaction_mob/turf tweaks
- Adds an if() check to reaction_mob for catching a very rare runtime related to mobs inhaling smoke reagents from just deleted smoke.
- Carbons reaction_turf proc now modifies a single dirt overlay layer, instead of just adding more decal objects to the turf.
- Added some checks to the radium and uranium reaction_turf proc so it doesn't stack multiple greenglow decals.
- Performed colon removal surgery on thermites reaction_turf proc, also tweaked it's overlay operation to correctly overlay a chemical puddle effect, instead of a melted wall effect.
- Removed space_cleaners overlays.Cut() code, since it was removing decals from turfs.
2014-02-22 00:56:12 +13:00
Loganbacca
864e097e91 Chemsmoke rewrite
- 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.
2014-02-22 00:47:08 +13:00
Vetinari
28b84ce8b8 Merge remote-tracking branch 'upstream/dev' into dev 2014-02-21 20:01:33 +11:00
Ccomp5950
440f784c70 Bugfix: People unable to hear while in certain locations. (And some debug verbs)
...hopefully
2014-02-21 02:11:11 -06:00
Vetinari
db76f164fe Revert "derp"
This reverts commit 77072625dd.
2014-02-21 18:17:15 +11:00
Vetinari
77072625dd derp 2014-02-21 18:17:09 +11:00
Ccomp5950
b6eacfe385 Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 into dev
Conflicts:
	code/modules/admin/verbs/mapping.dm
2014-02-20 19:23:16 -06:00
Ccomp5950
63a0f1185e Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
Conflicts:
	code/ATMOSPHERICS/pipes.dm
	code/game/dna/genes/powers.dm
	code/game/objects/items/devices/PDA/PDA.dm
2014-02-20 19:16:23 -06:00
Aryn
a2d992ef5c Fixed inexplicable reversions. 2014-02-19 17:11:09 -07:00
Ccomp5950
d29a7fb260 pAI / MMI emote fixes.
Fixes #4191
2014-02-18 06:47:06 -06:00
Ccomp5950
5909abb080 This is rather ironic...
My VERY FIRST PR, I used it to make ghost chat be bold, instead of using viewers() to figure out
what ghosts could see the mob, I used get_mob_in_view() which sounded pretty descriptive.

Unfortunately for me it was one of the most CPU intensive ways of determining who could view the speaker for this.

So yeah, removing the second get_mobs_in_view and replacing it with viewers()

Yes this code has been in since Oct/Nov time frame :(
2014-02-18 05:40:06 -06:00
Mloc
eb593a628f Merge pull request #4449 from Ccomp5950/apc_icon_fix
Code effeciency project: apc update_icons
2014-02-17 15:55:29 +00:00
Mloc
242aae0f97 Merge pull request #4450 from Ccomp5950/dna2-everyone_human_fix
DNA2 fix.
2014-02-17 15:55:07 +00:00
Ccomp5950
de865875cb DNA2 fix.
Before:  If you shoved a skrell, cat, or any species other then human in the cloner, they came out human.

After:   Cloning works like it should.
2014-02-16 14:18:30 -06:00
Ccomp5950
71b41e9ac7 ZAS debug_verb runtime prevention. 2014-02-16 13:31:56 -06:00
Ccomp5950
9c5f96cc58 Code effeciency project: apc update_icons
Before:  It updated the icons quite a bit at the start of the game.

After:  It updates more often and quicker, but now it isn't as expensive
2014-02-16 10:59:19 -06:00
Mloc
52847adce6 Merge pull request #4440 from Ccomp5950/dev-freeze
Supermatter will stop processing when it's in space.
2014-02-16 14:24:05 +00:00
Ccomp5950
db33fb6425 ZAS_Debug verb.
Applys a client side only layer of colors over the various zones to show if they are connected or not.

Green is your current zone
Blue is adjacent zones that are connected.
yellow is zones that are connected but not adjacent to your current zone.
Red is for zones that aren't connected at all.
2014-02-16 02:22:49 -06:00
DJSnapshot
009b4737af fix for semi-annoying typo. 2014-02-15 23:54:32 -08:00
Ccomp5950
2d413966cc Debug verbs are now maintained as a single list
instead of having to maintain them in multiple places.
2014-02-15 18:54:08 -06:00
Ccomp5950
ce6cd1c133 Supermatter will stop processing when it's in space. 2014-02-15 17:20:54 -06:00
Vetinari
1ab6ff320c medical manual
Added medical manual (wiki guide), cmo notes on desk & fixed some radios
2014-02-16 02:29:20 +11:00
Ccomp5950
16e7da35c9 Admin Request: Hide Debug Verbs
Gives admins (and devs) the ability to hide the debug verbs after enabling them.
2014-02-14 03:11:52 -06:00
Ccomp5950
b392ab8e0e Code effeciency project: handle_embedded_objects
Before:  EVERYTIME someone moved their character this proc would be called and loop through every organ looking for implanted items to see if it needs to apply damage.

After:  We create a flag that is set when an item embeddes, only when that flag is set do we do that loop through organs upon movement.  Also every 10 ticks while that flag
is set we will check to see if we need to unset it.
2014-02-13 21:56:58 -06:00
Loganbacca
d378eb0692 Chem grenade fix
Missed this in my last commit:
- Added a result amount for chemsmoke so it calculates the created_volume correctly
2014-02-14 15:44:45 +13:00
Chinsky
499e364971 Merge pull request #4416 from Loganbacca/foam
Chem grenade fixes
2014-02-14 01:35:27 +04:00
Chinsky
8e0c06c541 Merge pull request #4412 from Ccomp5950/pai-messenger
pAI messenger bugfix.
2014-02-14 01:32:30 +04:00
Loganbacca
d1b37a5392 Fixed cable colors
- Fixed a couple of lines of code in power.dmi so that cables correctly update their color
- Fixed the contrast of the cable icons
2014-02-13 17:05:07 +13:00
Loganbacca
02810f7e89 Chem grenade fixes
Fixes #3986

- Foam reagent inheritance fixed:
The trans_to() proc in Chemistry-Holder.dm was calling handle_reactions() every time it would add and remove reagents with add_reagent() and remove_reagent(). I've added a safety flag to both of these procs (and copy_to()) so that trans_to will not call handle_reactions() until it has added all the reagents to the target container. This allows foam to reliably take on the properties of other leftover reagents.

- Fixed a bug in effect_system.dm that wasn't applying reagents from foam to the environment.

- Tweaked smoke to apply reagent effects after it has stopped moving
This was causing huge reagent spam at the center of the smoke cloud as it was spawning, since they were being applied every time the cloud of smoke moved. Also changed it to apply the effects 2-3 times at longer intervals (2 seconds).

- Smoke also only effects tiles in a 3x3 grid now, rather than 5x5.

- Summary:
Chem smoke does slightly less damage (if it contains damaging reagents)
Chem smoke proc calls reduced by 60-70% (significant lag reduction)
Foam works properly again
Foam proc calls reduced by 70-80%
2014-02-13 00:15:02 +13:00
Mloc
09bdc9492a Merge pull request #4410 from Ccomp5950/dna2-cherrypick
DNA2 Cherry-pick (Dev -> Master)
2014-02-12 09:54:13 +00:00
Ccomp5950
942ce6ebc7 Merge branch 'master' of github.com:Baystation12/Baystation12 into dev 2014-02-11 18:07:19 -06:00
alex-gh
841333bc30 Fixed halloss not slowing you down 2014-02-11 18:01:37 +01:00
Ccomp5950
62b70bb827 Bugfix: AI Camera light toggle
Fixes #3676

Before:  Toggling would get stuck where it wouldn't toggle the camera until you reset your view.

After:  Camera light toggles, you have to toggle off before turning on a new camera light though.
2014-02-11 03:20:22 -06:00
Ccomp5950
87cf8bb219 pAI messenger bugfix.
pAI has to be a special little snowflake and have it's own messenger proc instead of letting a AI-PDA handle it.

So, updated it with the newest tnote variable functionality so it can participate.
2014-02-11 01:55:32 -06:00
Rob Nelson
64f83c51ad And now tested in game, with some fixes. 2014-02-10 22:47:29 -06:00
Rob Nelson
9d33964061 Missed the gene Life() call. 2014-02-10 22:47:08 -06:00
Rob Nelson
fa20b9c2ee DNA2 Bug Fixes - Part 2 (CHERRY PICK)
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val.

This commit adds dna.Clone() and (UI|SE).Copy() where needed.  These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand.

This change also messes with the gene activation logic.

Conflicts:
	code/game/dna/dna2_domutcheck.dm
	code/game/dna/genes/powers.dm
2014-02-10 22:46:28 -06:00
Rob Nelson
1088888791 DNA2 EPISODE 2: Revenge of the Bugs
Made after DNA2 hit /vg/'s main server after no one tested anything.

* Gene activation/deactivation made modular, refactors domutcheck.
* Standardized genetics disks and injectors a bit in response to buffer corruption issues. (Untested)
* Lots of major bug fixes.
* Skin tones fixed.

Still needs further testing. All I did was mess around with monkeys.

Conflicts:
	code/game/dna/dna2.dm
	code/game/dna/dna2_domutcheck.dm
	code/game/dna/dna2_helpers.dm
	code/game/dna/genes/disabilities.dm
	code/game/dna/genes/powers.dm
	code/modules/mob/living/carbon/monkey/monkey.dm
2014-02-10 22:43:05 -06:00