Commit Graph

1524 Commits

Author SHA1 Message Date
Aronai Sieyes 0dd194e047 Salvageable machines (#6768) 2020-03-03 13:44:31 -08:00
Heroman3003 95551e6e54 Fixes sofa not refunding any material (#6784) 2020-03-03 12:53:27 -08:00
Atermonera 999727b972 Merge pull request #6740 from Heroman3003/orangeyellow
Adds orange and yellow cloth materials
2020-02-26 17:25:43 -08:00
Atermonera b988e8a3e2 Merge pull request #6729 from Mechoid/RailgunFixxo
Fix and tweak station Railguns.
2020-02-24 13:14:28 -08:00
Atermonera dacf96b2ee Merge pull request #6701 from GeneriedJenelle/patch-1
Hide items in plant pots and plushies
2020-02-24 12:59:33 -08:00
Heroman d02fec6e67 Adds orange and yellow cloth materials 2020-02-24 18:25:37 +10:00
Mechoid af98219a50 Fix and tweak railguns. 2020-02-22 21:43:23 -08:00
GeneriedJenelle 98b354db2d Update flora.dm 2020-02-21 15:12:15 +00:00
Cerebulon f801cc95be Allows precision placement of most items 2020-02-19 21:16:26 +00:00
Arokha Sieyes 5b15917d32 to_chat replacing stream operator 2020-02-17 13:14:08 -05:00
GeneriedJenelle c8e0a8bd62 Update flora.dm 2020-02-17 17:14:17 +00:00
GeneriedJenelle a978076576 Update flora.dm 2020-02-17 16:53:02 +00:00
Woodratt 5fa691e647 Update chairs.dm 2020-02-03 16:52:56 -08:00
Woodratt 512fe09064 2020 Civilian Overhaul
- Added sofas (no options to build one in round yet, will be added after this pull).
- Add neonsigns, currently one neon sign, Cafe. (Code is copy pasta from holosigns).
- Add boxes with mugs and cups.
- Neon signs and holosigns now emit light while on.
- Merged the Coffee Shop with the Library.
- Moved the Locker Room to where the Coffee Shop was, adjusted the holodeck.
- Old Locker Room turned into a construction area.
- Adjusted holodeck maps to new orientation.
- Changed sprite of barcode scanner.
- Cleaned up furniture icon dmi, fixed arm rest icons for shuttle chairs.
2020-02-02 23:58:26 -08:00
Amunak b8385aa417 Makes countable lists newline-separated, keeping inline as a separate "preset" proc 2020-01-30 01:24:40 +01:00
Amunak be8afe95b0 Separates "counting english list" to its own proc
The code is two distinct branches anyway, might as well be like this.
2020-01-29 17:23:24 +01:00
Amunak 3a5448f741 Prettifies closet contents list with (now added) countable english_list
Contents of closets (as viewed by ghosts) are now less ugly and easier to read.

- Adds reusable option to have english_lists count the contents and
display them (optionally with icons and specific determiners).
- Due to backwards compatibility these options are NOT available for
non-countable lists; this was originally planned, but it's not easily
possible unless all usage of english_list is revised.
- Moves the ghost examine code to proc/examine where it belongs.
- Ghosts now also see empty/full messages like characters standing
close do.
- The contents list for closets now shows number of items (if multiple)
and their icons (wherever possible).
- The list no longer shows unnecessary determiners ("the" before every
single item).
- Old usage of english_list still uses the old code. New code could
change order of the strings where it matters (in weather reports or
camera network assembly code, for example), so it cannot be used.
2020-01-29 00:59:26 +01:00
Shadow 6088899908 Round One 2020-01-11 02:25:38 -06:00
Mechoid d9076dbaff Xenoflora expansion take2 (#6592)
Xenoflora
2020-01-08 10:44:41 -08:00
Mechoid daab287c51 GameMaster Tuning (#6593)
* Actually Game Master but I am an idiot.
2020-01-04 22:38:01 -08:00
Cerebulon f3e3703aae Coffee Shop Revamp (#6559)
* Adds bagels and decaf coffee

* Remaps the coffee shop to be a bit more appealing to visit.

* Map merge fuckery.

* Map merge fuckery. also changelog.

* took out blank line just in case

* why did the dmi do that

* revert unintended revert
2019-12-22 19:53:11 -08:00
Atermonera e749b79026 Fixes mech projectile armor thinking test projectiles are dangerous (#6480)
* Fixes mech projectile armor thinking test projectiles are dangerous

* Actually adds some files to polaris.dme
2019-12-21 20:56:24 -08:00
Mechoid f37b9e592b Merge branch 'master' of https://github.com/PolarisSS13/Polaris into GlobSpecies
# Fix Conflicts:
#	code/modules/mob/living/simple_animal/animals/spiderbot.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	polaris.dme
2019-12-15 12:02:02 -08:00
Unknown fbbf91b799 Updates travis, replaces lentext 2019-12-12 13:29:43 -05:00
Mechoid 58e2ce2fb4 Change various global species lists to GLOB versions. 2019-12-05 23:55:22 -08:00
Mechoid 7ecdcb40d2 Security / PseudoCargo Expansion (#6482)
* Security Expansion work.

* Weaponized Racism, Stowaways, Meteors

* Fix Fix. Prep modular armor for addition.

* Fix the boots.

* More modular armor work. Now in cargo!

* Fixfix

* Fixfix

* Thank you anxiety very cool.

* Make a Stowaway Antag

* FixFix
2019-11-24 17:22:25 -05:00
Mechoid 73795f40cd Xenowork Prep For Future (#6491)
* Xenowork, weeds walls and material blobs.

* More weeds

* XenoUpdoots

* Stop that, me.
2019-11-04 17:37:17 -09:00
Unknown 7f4b35580d Blind port of Bay Radiation Subsystem
Figured I would do my part to move everything over to subsystems. Not tested yet.
2019-09-30 23:59:31 -04:00
Atermonera 7940fef4ba Merge pull request #6447 from TheFurryFeline/TFF-Orange_Is_The_New_Orange_Part_2
Orange Is The New Orange Part 2
2019-09-25 13:07:51 -08:00
Atermonera 8375a88575 Merge pull request #6404 from Heroman3003/flappening
Makes airtight plastic flaps unmakeable
2019-09-22 15:51:55 -08:00
Heroman 7fbd023440 Applies requested changes 2019-09-19 12:38:33 +10:00
TheFurryFeline 96e9358564 Orange Is The New Orange Part 2
Refactors prison jumpsuit slightly to not be a child of the orange jumpsuit, which in turn gets its own sprite. Left/right hand uniforms don't seem to be applying in-game when carrying the suits but that's not too bad of an issue. Uniform on the mob shows properly and works with sleeves rolled and uniform rolled down.
2019-09-07 12:30:41 -04:00
Atermonera 0da61521e1 Merge pull request #6435 from Novacat/nova-alerts
Fixes oversight with instruments
2019-09-02 22:54:06 -08:00
Atermonera 8388b6b56e Merge pull request #6434 from Heroman3003/hardening
Adds hardhats to engineering lockers
2019-08-31 14:12:24 -08:00
Novacat 7f49c680e5 Ports MREs from Baystation (#6424)
* Ports MREs from Baystation

- Ports MREs from Baystation
- Adds an 'Emergency ration' that contains liquidfood rations
- Two new ration packs that have the new rations.

* Placates travis

* Lynxlog

* Adds liquidprotein rations

* Sacrifice for travis

* Changes desc

* Fixing missing filling in crayon paste

* Fixes missing side for random rations

* Renames Paste Supplypack

* aaaaa minor error

* Slight organization

* Fixes some errors

* Why am I like this
2019-08-31 14:00:14 -08:00
Unknown 0312d93662 Fixes oversight with instruments 2019-08-31 14:29:55 -04:00
Heroman 0f2cfe7d0b Adds hardhats to engineering lockers 2019-08-31 07:01:53 +10:00
Mechoid f294be6c56 Exploration Expansion 1: Or, How I Learned To Love The Tree (#6358)
* Mechoid code everything!

* Telecube

* Adds 2 PoIs

* H u g e commit.
2019-08-21 13:21:33 -08:00
Heroman 5ac0a74b5a Makes airtight plastic flaps unconstructable 2019-08-13 21:58:43 +10:00
TheFurryFeline bbf0dac15e Freebie Orange Jumpsuit
Splits the orange jumpsuit into two objs. One for loadout and one for prison clothes. Closets updated to reflect changes. Follow-up of https://github.com/VOREStation/VOREStation/pull/5561 which has no effect here but will fix a bug that results from it.
2019-08-05 19:33:47 -04:00
Andrew 504c28bc84 Combat Mechs Can Punch More Things (#6303)
* Combat Mechs Can Punch More Things

Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage).

Gives punching objects a check so you don't accidently smash something without meaning to.

Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs.

* Take_Damage Boogaloo

* More take_damage Stuff

Adds click delay on attacking barriers.
Proper noises when attacking material doors and barricades.

More stuff can be broken by mech punch and simple mobs.

* Adds changelong

* usr to user
2019-07-24 12:58:39 -08:00
Mechoid 40277238a4 Pipe Clamps, Shutoff Valves, and Leaking Tubes, oh my. (#6279)
* Pipe Clamps, Shutoff Valves, and Leaking Tubes, oh my.

* Fix processing fuckery.

* Deal with Forever-Seals, and Infini-clamps.

* Update clamp.dm
2019-07-24 00:44:59 -08:00
Atermonera 887804ea10 Merge pull request #6245 from Ketrai/ROCKSDOJUSTROCK
The great rock update.
2019-07-13 14:21:19 -08:00
Heroman a8715d8ed4 Proper way of making it work 2019-07-11 16:42:45 +10:00
Heroman 66ba1a5ccc Makes it work properly with non-mobs 2019-07-11 16:38:15 +10:00
Heroman 24f8780ad2 Makes airtight plastic flaps less of a free pass 2019-07-11 16:23:26 +10:00
Ketrai 6cc36acccb makes ledges work, kinda. 2019-07-05 17:03:51 +02:00
Atermonera 1f4b96fab6 Merge pull request #6263 from Nalarac/patch-6
Nerfs Simple Doors
2019-07-03 19:07:38 -08:00
Andrew 4f8173e3b7 Fixes bullet_act to Proj.force 2019-07-02 21:28:37 -05:00
Andrew e6b3c67465 Nerfs Simple Doors
Simple doors would take the integrity of the material (150 for steel AND resin), divide it by 10, and use that hardness as health. Damage taken by the door would have its force divided by 100. This meant that in order to do 15 damage to a steel door with a baton, you'd need to hit the door 100 times. Now you only need to hit the door 10 times.

Also makes it so bullets/lasers work against the doors

Summation: Resin doors take 10 baton hits to break. (Resin walls take 14.)
2019-07-02 21:24:52 -05:00