Commit Graph

2977 Commits

Author SHA1 Message Date
CaelAislinn
93a56064bf WIP antiqua engineering, WIP antiqua supermatter research lab, r-ust updates, fixed dopeghoti's derp.
Signed-off-by: CaelAislinn <cael_aislinn@yahoo.com.au>
2012-05-04 23:56:52 +10:00
Rob Palkowski
3d0912d79b Typo correction (fasted -> fasten) 2012-05-03 17:19:05 -07:00
Rob Palkowski
87089fc643 Revert "Typo correction (fasted -> fasten)"
Contained an extra edit that was not supposed to be there.

This reverts commit e65c626f1e.
2012-05-03 17:17:12 -07:00
Rob Palkowski
e65c626f1e Typo correction (fasted -> fasten) 2012-05-03 17:05:57 -07:00
Ren Erthilo
933a95dd6e Fixes CE's office door name, renames a few APCs to match their area, changed research, mining, and atmospherics doors. Fixes watering cans. Changelog! 2012-05-03 22:13:35 +01:00
Ren Erthilo
0554a4627c Revert "TG: Added the foundations of a special-day events system. It's a bit more robust,"
This reverts commit d92495a2b0. Does not revert tank alert changes.
2012-05-03 19:30:29 +01:00
Ren Erthilo
77845f557a TG: - Made the gold, silver, regular id cards a job datum variable.
Revision: r3471
Author: 	 baloh.matev
2012-05-03 03:37:23 +01:00
Ren Erthilo
3c96a4357d TG: Reverting the ID changes, no more gold IDs for everyone.
I'll try and get the silver IDs in properly, but I don't have time to work it
out atm.
Revision: r3457
Author: 	 petethegoat
2012-05-03 03:33:57 +01:00
Ren Erthilo
5c2523e4e0 TG: Added cult structure icons by Ausops/Utilitas and objects for them which are
(for now) purely decorative.
Revision: r3455
Author: 	 kortgstation
2012-05-03 03:30:08 +01:00
Ren Erthilo
d15bf5987e TG: -The biogenerator is now more robust. It can dispense fertilizer in batches, and
make simple leather items at a high cost.
-Watermelon and pumpkin biomass lowered a bit so biomass isn't totally trivial
to acquire.
-Added more wood items for tower cap wood construction: Wooden doors and
sandals.
-Added plump helmet biscuits and mushroom soup to kitchen recipes.
Revision: r3454
Author: 	 d_h2...@yahoo.com
Date: 	Apr 13, 2012
2012-05-03 03:25:42 +01:00
Ren Erthilo
d92495a2b0 TG: Added the foundations of a special-day events system. It's a bit more robust,
tidy and efficient than calling isDay everywhere. It defaults to disabled. It
can be enabled by uncommenting ALLOW_HOLIDAYS in config/config.txt

I've added no content just the foundations. All it does is give the station a
holiday themed name and say "Happy [Holiday] Everybody!" at the round-start.

Added a .Set Holiday verb for GM and GA Admins. I'd rather people didn't use it
for now (there's not much point as there's no content yet anyway). It's mainly
for bugtesting.

Foundations are there to create holiday random events and round-start stuff so
we can keep everything together. Check out code/game/gamemodes/events/holidays !

NOTE: This is intended for easter eggs! Little trinkets and such to make these
days special. It IS NOT for spawning grief items and game-changing stuff. If you
REALLY want to add stuff like that, please speak to the project heads. If it's
used for spawning bullshit like poop or grief items I'll just remove my code.
Thanks.

Happy Friday 13th :)

Other Fixes:
Oxygen tanks no longer spam BEEPBEEPBEEPBEEP at everybody nearby. That only
happens for the person holding them.
Revision: r3450
Author: 	 elly1...@rocketmail.com
Date: 	Apr 13, 2012
2012-05-03 03:17:00 +01:00
Ren Erthilo
18dcf1c026 TG: -Blenders can now be filled directly from plant bags. Chefs rejoice.
-Couple of minor grammar fixes, so people aren't carving faces into "the the
pumpkin" any longer.
Revision: r3449
Author: 	 VivianFoxfoot
2012-05-03 02:54:13 +01:00
Ren Erthilo
79c23b33c5 TG: Fix to DNA so that if a power block lands on block 11, not all clones come out
male.
Change to robot restart module to make it clear the cyborg has to be healed
before use.
Revision: r3447
Author: 	 VivianFoxfoot
2012-05-03 02:52:03 +01:00
Ren Erthilo
39f6da4c59 TG: Rewrote blackholes (gravitational anomalies) and wormholes to try and optimise
them a little. If you have any concerns about how I've done so just give me a
shout and I'll either rework them or revert my changes back. Wormholes
especially seem a bit faster on my laptop. Smoke has temporarily been removed
from the blackhole event until I get time to investigate why the hell
effect_systems are using so much memory ( spark effects were using 40% of my
processor a second ago D: ). To compensate this I made them a new sprite.

Commented out the authentication system. It was the remnants of the old goon
authentication stuff (or maybe even older) and wasn't actually used in our code
at all (at least not in any useful way, it was merely called and short-circuited
to 1, so all those if(authenticated) were totally pointless. This has removed 3
unused variables from every client, a bunch of unused variables from the config
and two empty text files!

Committed (as a config option) a feature requested by Apoc station. It causes a
'reply to' window to popup when an admin PMs a non-admin player. It's meant to
grab their attention so they can't say "I didn't see your PM". It defaults to
off. To turn it on just uncomment the #POPUP_ADMIN_PM line in config/config.txt

Fixed a derp in isday where it was fetching the month instead of the day.

Removed medal references from Gib()

Removed the medal_hub global variables because they aren't used in any way shape
or form.
Revision: r3444
Author: 	 elly1...@rocketmail.com
Date: 	Apr 12, 2012
2012-05-03 02:22:25 +01:00
Ren Erthilo
2dfa127760 TG: Fixed a syringe gun runtime.
Added WJohnston's silver head ID, and his new asteroid floor sprites.
Revision: r3443
Author: 	 petethegoat
2012-05-03 01:43:10 +01:00
Ren Erthilo
9c40ed3e9f TG: Fixing dem runtimes:
Temp-fix for mob/say.dm It's being sent null from Tcomms, so I'll leave it to
somebody with experience with that.

Fix for items bein  in your inventory and on the floor

Fix to stop people pulling themselves and causing runtimes (lol)

Fixes a bunch of stuff in the flash code. EMPs will now cause flashes to flash
their holder. They don't runtime when flashing cadavers. They don't runtime when
being EMPed. They will (hopefully) rev those select few buggy people who weren't
getting reved previously. (I can't fix that totally without playing with a bunch
of mind stuff)

Fix for throwing nothing. :P

Fix for removing tanks that don't exist from transfer valves.
Revision: r3441
Author: 	 elly1...@rocketmail.com
2012-05-02 23:58:53 +01:00
Ren Erthilo
a4e04d2915 TG: Runtime fixes for:
runtime error: Cannot modify null.layer. proc name: done
(/obj/effect/equip_e/human/done) usr: Ramona Fawkes (/mob/living/carbon/human)
src: the human (/obj/effect/equip_e/human)
call stack: the human (/obj/effect/equip_e/human): done() the human
(/obj/effect/equip_e/human): process()

runtime error: Cannot execute null.use(). proc name: attackby
(/obj/structure/barricade/wooden/attackby) usr: Jeffery Long
(/mob/living/carbon/human) src: the wooden barricade
(/obj/structure/barricade/wooden) call stack: the wooden barricade
(/obj/structure/barricade/wooden): attackby(null, Jeffery Long
(/mob/living/carbon/human)) the wooden barricade
(/obj/structure/barricade/wooden): DblClick(the floor (159,129,1)
(/turf/simulated/floor), "mapwindow.map", "icon-x=15;icon-y=12;left=1;scr...")

Rewrote wielded weapons to be their own weapon subclass. There was no point
having a var/wielded var/twohanded var/force_unwielded var/force_wielded for
every damn item when there is only 1 wield-able weapon anyway. All the wield-
able stuff is now in twohanded.dm

Changed the adminhelpsound to some creative commons sound I pinched. Until
somebody can get a better one. I'm sick of MAAAAAAAAOOOOOOW.

All PMs trigger the adminhelp sound. That means when you OM a player they get
the sound, if a admin is PMed they only hear it if their adminhelp sounds are
enabled. This should allow people to get eachother's attention when t he chat is
busy.

Fixed some bad code with poddoors (which is used for the shutters in QM)
Revision: r3435
Author: 	 elly1...@rocketmail.com
2012-05-02 23:09:19 +01:00
Ren Erthilo
2d7e329aeb TG: Sieve committed:
Adds disabled variables to borg and mech RCD
RCDs are disabled if they are used on the escape shuttle or hyperspace around it
This applies to what they are used on, not where the user is, so it is immune to
teleporting issues
Revision: r3434
Author: 	 petethegoat
2012-05-02 22:20:46 +01:00
Ren Erthilo
396caaa260 TG: Late-join features and bug fixes:
- Merged 'Game' and 'Lobby' tabs during pre-game into one tab.
- Late-joiners now see round duration.
- Late-joiners are warned if the shuttle is not recallable or has already left
to Centcomm.
- Added the little red X to the top corner of the late-join job list window
- Supply shuttle derp fix
- Removed duplicate mining shuttle code that was inside atmos computer stuff
- - This should fix the player seeing both the 'Shuttle has been sent' and 'The
shuttle is already moving' messages.
- Updated changelog
Revision: r3433
Author: 	 johnsonmt88
2012-05-02 22:14:59 +01:00
Ren Erthilo
59762d4207 TG: An attempt to make the master controller more robust. This shouldn't cause
terrible additional lag, given that the master controller doesn't actually fire
that often, and can also give us a clue as to what part of the controller has
died in case of failure
Modifies do_after to something that fires a lot less, and is hopefully more
robust against infinite loops. It is now theoretically possible to run around
and then come back to the same place and have it complete, but that's only
really valid for extremely long times (like handcuff removal) and if you get
lucky and dodge one of the timed checks.
Revision: r3421
Author: 	 VivianFoxfoot
2012-05-02 21:39:41 +01:00
Ren Erthilo
e7d546b6f1 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates
Conflicts:
	html/changelog.html
2012-05-02 21:26:09 +01:00
Ren Erthilo
e1c69ed8a1 Commented out metadata and some other non-sensical stuff. 2012-05-02 21:22:19 +01:00
Ren Erthilo
01a93f37a0 Increases time between random events happening in low population rounds to a maximum of double. Random events are more likely to happen up to a limit of around 30 active players. Events now fire at the same rate as previously with around 20~ active players.
Also adds floodlights, cause floodlights are cool.
2012-05-02 16:55:47 +01:00
Ren Erthilo
1c04811a9a Some missing changes and changelog update. 2012-05-02 00:52:24 +01:00
Ren Erthilo
b3420a9518 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates 2012-05-02 00:37:35 +01:00
Ren Erthilo
3cb1acecf9 TG: Tossed Doohl’s bible delay into the book printing to prevent server crashing
spam.
Revision: r3418
Author: 	 mport2004
2012-05-02 00:34:57 +01:00
Ren Erthilo
f7e4ab6975 TG: Adds randomlly spawning rooms to the mining asteroid that contain various
goodies.  (Among them are a modified traitor beacon, a cloaking device and a
closet full of resources so you can go build your own honk.)
These rooms will spawn at least out of range of space and the explored pathways,
so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that
allows the borg to choose their module again.  Adds some support code to borgs
to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is
hardcoded) and a command to break the local air group.
Revision: r3415
Author: 	 VivianFoxfoot
2012-05-02 00:21:18 +01:00
SkyMarshal
77b3a2bf68 Fix for NT, I think. 2012-05-01 16:06:32 -07:00
Ren Erthilo
adc0b18918 TG: Adding my stuff so I can work from my parents' computer
Happy easter to everyone. Fucking love you guys
Revision: r3412
Author: 	 polyxenitopalidou
2012-05-01 23:48:09 +01:00
Ren Erthilo
ae52b06486 TG: r-walls now use smoothwall.dm stuff properly.
fixed a shit-tonne of runtimes and bugs related to sleeps being used for build
delays without adequate sanity checks. Should fix the "runtime error: undefined
proc or verb /turf/simulated/floor/plating/dismantle wall()" that have been
around forever.
A bunch of minor fixes like repairing walls not using more  metal than it
should.
Can now repair the first stage of deconstruction with metal rods.
Tidied up those HUGE elseif chains a little bit.
Tested all seems fine, please let me know if I derped anywhere.
 Revision: r3410
Author: 	 elly1...@rocketmail.com
Date: 	Apr 7, 2012
2012-05-01 23:39:37 +01:00
Ren Erthilo
adbfc370c1 TG: Updated Cell charger and recharger
Cell charger and Recharger are now wrenchable to make them moveable
Cleaned up autolathe code, removed the delay when inserting sheets, using any
item on it while maintence cover is open will result in cable window opening.
Revision: r3406
Author: 	 daniel.cf.hultgren
2012-05-01 23:24:19 +01:00
SkyMarshal
77d7877549 Merge pull request #961 from Mloc/dev
Added extra data to ID cards. (fingerprint, blood type, dna)
2012-05-01 15:19:41 -07:00
Ren Erthilo
5d34cd6628 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates 2012-05-01 22:37:31 +01:00
Ren Erthilo
b952f90a6e Remote viewing and TK are now mutually exclusive. Also fixes emagging doors. 2012-05-01 22:27:59 +01:00
Ren Erthilo
1c21fca311 Fixes remote viewing on CentCom z-level, and all the others too. 2012-05-01 21:06:44 +01:00
Ren Erthilo
556201abab TG: Modifies tick_lag to 0.6. It shouldn't cause any problems, but just in case,
Game Masters have been given the ability to modify tick_lag on the fly. This
SHOULD make the game feel a lot smoother.

Fix for people being unable to modify NTSL code.

Fix for not being able to use pills as pill-satchels properly.
Revision: r3401
Author: 	 vageyenaman
2012-05-01 20:17:51 +01:00
Ren Erthilo
d6d3d60e0d TG: Disposal and welding helmet exploit fixes:
- You can no longer toggle the welding helmet when stunned or restrained.

- You can no longer give yourself all-access via-disposals. Living mobs and
living mobs inside of a container cancel their holder's destination. This still
allows people wrapped in lockers to be sent to their proper destination, however
it would require someone on the other end to open it. So it's their fault for
not dragging it out before opening it.
Revision: r3400
Author: 	 johnsonmt88
2012-05-01 20:13:51 +01:00
Ren Erthilo
3c76551253 TG: Cult floors and walls.
Revision: r3399
Author: 	 kortgstation
2012-05-01 19:59:01 +01:00
Ren Erthilo
1f45fbefe6 TG: Runtime fixes
Moved delete to trial admins because they can already mass delete and that's not
particularly as helpful as regular delete (but a lot more destructive)
Trialmins can now toggle adminhelp sounds without observing
Revision: r3397
Author: 	 quartz235
2012-05-01 19:54:58 +01:00
Ren Erthilo
31dfbf7fc6 TG: Beepsky and ED bots no longer arrest you for posessing laser tag guns.
They'll also ignore the practice laser as it deals no damage. Fixes  Issue 450
Revision: r3390
Author: 	 johnsonmt88
Date: 	Apr 1, 2012
2012-05-01 19:10:51 +01:00
Ren Erthilo
f6bed78ce5 TG: More Hydroponics content, mostly!
-Added pumpkin pie and slices. Made with 5 milk, 5 sugar, 1 pumpkin, 1 flour, 1
egg.
-Added carved pumpkins/jackolanterns. Carve them with any of the usual things
you use to carve things. They work similarly to hardhats.
-Eating corn now makes corn cobs. Carve them with a saw, a knife, or a hatchet
to make a corncob pipe. Set up class for smoking pipes to make it easy for
others to add more pipes as desired.
-Added the bit of transparency to biohelmets that they were always supposed to
have, fixed the scientist helmet being over too far by 1 pixel when facing right
(OCD)
Revision: r3389
Author: 	 d_h2...@yahoo.com
Date: 	Apr 1, 2012
2012-05-01 19:05:26 +01:00
Mloc
d3366602f4 Added extra data to ID cards. (fingerprint, blood type, dna)
Signed-off-by: Mloc <colmohici@gmail.com>
2012-05-01 18:54:44 +01:00
Ren Erthilo
0218f2c41a TG: View variables now properly displays the contents of an associative list (ie
stuff like list("ballnumber" = 2)).

Changed around a few access levels; only jobs who need to do maintenance have
access to maintenance tunnels. Also the heads and detective.

Removed the radio mode toggle verb, as telecomms has long left the
"experimental" stage.

Messed with sec huds. Their readings are far more reliable. Officers can now use
huds to modify humans' criminal statuses on the go. To do this, simply examine a
human and at the end should be a clickable link to change the status. Uses
/mob/living/carbon/human/Topic().

Added some new sprites from the forums, including those spider sprites and the
new, more feline-looking cat.

Dat changelog
Revision: r3383
Author: 	 vageyenaman
2012-05-01 14:23:35 +01:00
Ren Erthilo
e2b21ce916 TG: Runtime fix for paint
Shuttle call/recall announcements are now more noticeable. Removed a few ways
they could be spammed.
Cats and Dogs can see in the dark.
Recommitted some of the poop stuff by Doohl because, hell it's only one day and
I don't hate fun.
Revision: r3382
Author: 	 elly1...@rocketmail.com
Date: 	Mar 31, 2012
2012-05-01 14:09:47 +01:00
Ren Erthilo
f27537a5c1 TG: Fixes for a bunch of other lingering bugs with my optimization stuff.
Revision: r3379
Author: 	 vageyenaman
2012-05-01 13:59:48 +01:00
Ren Erthilo
10d4ca7dd6 TG: Extra functionality for pill containers. They work like ore satchels now; click
a tile full of pills to scoop them up.

Sec officers start with maintenance access now. GASP!

Properly fixed shutters/blast doors not reacting to buttons, while not
destroying my optimization.
Revision: r3377
Author: 	 vageyenaman
2012-05-01 03:05:10 +01:00
Ren Erthilo
93403a15e5 TG: Adds a dummy process() to /obj/machinery/door so that doors aren't removed from
the machine list.  Best guess, all machines call process automatically, and
because doors didn't have an explicit one defined, they automatically called the
one that removed them from the list.
Adds a borg deathsquad to the map.
Few more fixes to the tensioner.
Revision: r3374

Includes door code cleanup from here http://code.google.com/p/tgstation13/source/detail?spec=svn2895&r=2895
2012-05-01 02:55:28 +01:00
Ren Erthilo
f5c2a17237 TG: Cargo shuttle no longer takes you to Centcomm
- Created far more robust method of detecting beacons/humans/mechs on the cargo
shuttle.
As a result:
- It is no longer possible to send mobs/mechs/tracking beacons to Centcomm.
- It is no longer possible to send the nuke disk away on the shuttle. (This
should prevent people from magically duplicating nuke disks)
- Centcomm cargo techs now clean up the shuttle when it arrives in case
something somehow manages to bypass the previous checks.
Revision: r3373
Author: 	 johnsonmt88
2012-05-01 00:41:06 +01:00
Ren Erthilo
8a9f0f6eb4 TG: Exosuits now provide a message when someone is getting in, someone getting in
must remain stationary and unstunned, and getting in takes four seconds.
Revision: r3372
Author: 	 VivianFoxfoot
2012-05-01 00:37:07 +01:00
Ren Erthilo
6c98b2048c TG:
Removes poo. XSI and co. weren't very fond of it, and the last thing I would do
is make them uncomfortable and challenge their leadership by keeping poo in.

An experimental lagfix, which removes a couple THOUSAND unnecessary machines
from the machine processing list. Please report any unresponsive machinery (as
result of this commit) as HIGH PRIORITY issues. I'm not quite sure how much lag
this will kill, but I'm confident that it will be at least slightly noticeable.

More work on step_triggers. The escape shuttle should no longer blast things
forever and give them infinite momentum.

Runtimes goin down for the count
Lookin at the ground
I think they a hater
Revision: r3370 r3371
Author: vageyenaman quartz235
2012-05-01 00:36:20 +01:00