-Fix for Issue 555 and Issue 571, so special characters on paper and in announcements don't get converted to html
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3868 316c924e-a436-60f5-8080-3fe189b3f50e
-New item, the Sheet Snatcher. Picks up mineral sheets (Excluding wood and sandstone, since they aren't 'sheets' per se). Standard one holds up to 300 sheets, minerborgs get 500. Will hold any combination of sheets, and auto-stacks them when emptied, works similarly to the ore satchels
-Mech drills can mine sand, with diamond drills getting an extended volume
-Mech Diamond Drills will drill through rwalls again, but it is pretty slow, sometimes taking 5-6 tries just to get the plating off
-Mining Ripleys no longer runtime to hell when the status panel is opened
-Fixes Issue 572, now when floors are created, they assimilate air from nearby tiles, so if it's in space, there will be no air, etc...
-Bumping an asteroid wall as a human or borg with a pickaxe in your hand will make you automattically start mining the wall, feels MUCH faster due to ignoring click_delay()
-Miner borgs with the satchel in their active modules will automatically scoop up the ores
-Clicking an asteroid turf with the satchel will function just as if you clicked on an ore (if any are present)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3867 316c924e-a436-60f5-8080-3fe189b3f50e
-Fixes an issue with protolathes being able to be loaded forever
-Adds 3 pairs of Mesons to the EngiVend to compensate for all the missing engineering lockers
-Changed the spawn order for lasertag closets (So you can actually click the different items)
-Makes lasertag turrets and ED-209's much more efficient, prevents them from shooting at downed people, they don't target 'criminals', they cannot be used by the opposing team, most options are auto-magically set on creation and the buttons to change them are disabled (Everything but the on/off and the patrol for ED's, for now), and when emagged, they fire 'omnitag' bolts (Stuns everyone with a vest)
-Gave blue lasertag bolts their own sprite to match the style of the red tags
-Nerfed the amount of radiation from the radium and uranium reagents
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3866 316c924e-a436-60f5-8080-3fe189b3f50e
Changed RoundExplosions to a temporary define named USE_CIRCULAR_EXPLOSIONS which is a lot more intuitive and less confusing. Removing this define will compile square explosions code instead of circular ones. (So the cost of having a choice between circular/square is seen at compile-time not at run-time)
Fixed aliums being able to pick up storage objects such as bags/boxes/pillboxes and such.
Fixed unbuckling yourself from beds (via clicking the bed). You can also unbuckle yourself via resisting because beds are hard to click on when you're lying on them and they're covered in a sheet.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3854 316c924e-a436-60f5-8080-3fe189b3f50e
Moved an unchecked file into unused, please put any unchecked files out of WIP or FEA into unused that way if you see an unchecked file you know it should be checked. DM loves to uncheck files when you are messing around with folders in the editor.
Moved the old TEG defines into the proper files.
Commented out some old nonfunctioning FEA debug code.
Removed some commented out codechunks from FEA and attempted to clean up a few of the files a bit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3852 316c924e-a436-60f5-8080-3fe189b3f50e
The MC Delayer in the screenshot is an item coded for testing purposes which simulates a proc break. It is not part of this commit. Clicking on it will open up the view variables panel for the item.
Last-processed-item logging is supported for diseases, processing objects and machinery.
Screenshot:
http://www.kamletos.si/MC%20debug%20report.PNG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3848 316c924e-a436-60f5-8080-3fe189b3f50e
-Swapped Shower and Laundry rooms. Showers are now next to fitness, and laundry is near all the clothing lockers.
-reverted ZIS suits back to hardsuits after much deliberation in coderbus
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3847 316c924e-a436-60f5-8080-3fe189b3f50e
- All it contained was some anti-griefing protection.
- The protection is now only called when needed, not every tick.
- This should eliminate hundreds of proc calls every tick.
- Note: There will likely be no noticeable lag reduction from this change, but every little bit helps.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3845 316c924e-a436-60f5-8080-3fe189b3f50e
-Tanks in your suit storage, belt, and pockets take priority over tanks on your back when using the internals button on the HUD
-Added an extra set of vents and scrubbers to the prison wing
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3841 316c924e-a436-60f5-8080-3fe189b3f50e
Credits to PowerfulStation devs for a few of the sprites which are not made by myself. Credits to Cheridan for the kinky stuff.
Minor runtime fix where target was becoming null...somehow.
Moved unused dmis into the icons/unused directory. They won't even be searched through if you are using resources.dm and have 'dream-maker > build > preferences > Automatically set FILE_DIR' off.
Should save a megabyte or two from the resourcefile.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3835 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a flag called STOPSPRESSUREDMAGE. When this flag is applied to headlmets/hats it reduces the amount of pressure a mob feels by 40%, when applied to suits it reduces it by 80%. (The max it can reduce pressure is obviously 100%) These coefficients are defines in setup.dm called PRESSURE_SUIT_REDUCTION_COEFFICIENT and PRESSURE_HEAD_REDUCTION_COEFFICIENT and can be tweaked as needed.
- Added a calculate_affecting_pressure(var/pressure) proc to all mobs which takes in pressure and returns the adjusted pressure which takes into account the clothes they are wearing. Currently used for monkeys (where it just returns pressure, since monkeys can't wear protective clothes) and humans, where it takes into account the stuff on the human's head and suit storage.
- Somewhat standardized human and monkey life file code.
- Added the pressure stuff to the changelog
- Removed a provocative entry from the changelog by carn.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3829 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed husking and fatties
Fixed floor tiles still appearing in hand when laying them
Fixed a possible runtime with FAT people
Fixes for pre-existing bugs:
Fixed being unable to put belts & backpacks on other people
Tweaked the damage procs a bit. Mainly adding in sanity checks to prevent negative damage and such. A few optimisations here and there.
Fixed ratios for brute-burn damage being applied to organs simultaneously
nodamage==1 now prevents all organ damage. It does not stop healing however.
In-line with the sanity stuff mentioned above, clamp-values for brute/burn were removed as requested by Rockdtben
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3825 316c924e-a436-60f5-8080-3fe189b3f50e
Added resources.dm where FILE_DIR can be defined manually. It should speed clean-compiles up by reducing the number of places the compiler searches for resource-files to put in the resource-cache (stuff in ' ' quotes. e.g. icon='human.dmi').
To use manual FILE_DIR defines go to:
Build > Preferences for tgstation
in dreammaker. Then un-tick "Automatically set FILE_DIR for sub-directories"
It also means you have less crap to clean up in the .dme before every commit C:
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3820 316c924e-a436-60f5-8080-3fe189b3f50e
Added a cooldown to the containment field shocking players
- If a containment field was set up in a small room, it was possible to crash the server by jumping into the field with no way to escape it. This was likely due to the hundreds of spark effects being generated every second, on top of all the other calls it had to make.
Used the existing parent proc to check for proximity, canmove and death on:
- Atmos pumps
- Atmos mixers
- Canisters. (This should finish off issue 397.)
- Crew monitering computer (This one probably didn't need it but it shouldn't change the way it works.)
Added admin checks to:
- datum/mind
- tensioner
If either of these fail an admin check an admin log will be entered into the server logs and a message will be displayed to admins.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3818 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed some tags from things that made no sense to have them. Waistcoats and aprons don't cover your arms, guys.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3815 316c924e-a436-60f5-8080-3fe189b3f50e
update_clothing() has been broken up into it's key parts. A full explanation can be found in code/modules/mob/living/carbon/human/update_icons.dm
the tl;dr of it is that overlay updates are no longer called by the gameticker. Instead they are called by procs such as u_equip db_cick etc. This means faster updates (although admittedly, more of them can be called per tick). This however is offset by the fact that specific overlays can be updated now, vastly improving its efficiency. This will especially help when there are large numbers of dead mobs.
Fixed the throw code for TKgrab so it can be toggled.
Cloaking for aliens/humans/ninjas was changed. It's very crude at the moment and for that I apologise. But it works and is very efficient.It also stops cloaked individuals becomming invincible due to people being unable to hit them (even when they know exactly where they are)
Fixed a bunch of bugs with damage-overlays. They were updating FAR FAR to frequently. They were also horribly inefficient. They should now be virtually seamless when updating and only use cached icons, so they aren't affected by lag as badly. This may help with explosions lag a little.
There's still a tonne of stuff I need to refine with this. I'll be refining it down into some helper procs to reduce on code duplication and such
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3811 316c924e-a436-60f5-8080-3fe189b3f50e
- Added a 'time between ticks' status display for admins as well as this being calculated.
- Made the malf countdown take this into account. Now if you hacked 3 APCs, which means you'd normally have your points reduced by 0.5 per tick, you get it reduced by 0.5 * last_tick_duration
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3807 316c924e-a436-60f5-8080-3fe189b3f50e
r3803:
- Contained many bugs, first of which was that it didn't really... work.
- Split the HUD and code into separate objects, thus creating a fork in code. This implies that any changes need to be mirrored on the fork objects, thus doubling the amount of code maintenance we have to do.
- The UI should be one of the most standardized things around. Giving choices here is bad design practice.
- Double the amount of defines does not equal to double the amount of fun.
- The revision does not adhere to our coding standard. See the changes to /trunk/code/modules/mob/hud.dm in r3803 as an example.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3804 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed an error in door_assembly.dm regarding glass doors not getting sprites.
Cleaned up astroid floor code.
-Bombing astroid floors (sand) will now 'dig' up sand.
TK users no longer get shocked while bashing grilles using TK.
- Range check on grille shocking. Fixes Issue 419.
Added to the lighting checks for Plantmen. They should no longer starve on the shuttle. Fixes Issue 471.
Bombs now affect people inside lockers. Fixes issue 208.
- Modified Sieve's original change so that the contents of the locker get severity+1. Meaning a weaker severity meaning the locker offers some protection.
Vending machines and mass driver buttons now leave fingerprints. Fixing issue 542.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3800 316c924e-a436-60f5-8080-3fe189b3f50e
- Making single pane windows now makes them in the direction you're facing. If a window already exists in that direction it makes it 90 degrees to your left, if one exists there too, then another 90 degrees, etc.
- The resist verb and UI button can now be used to escape from welded or locked lockers. It takes the standard 2 minutes to get out of a locker. If this is a secure locker, the locker is broken in the process (same effects as if an emag was used on it).
Added the window thing and resist thing to the changelog. Leather still not available ingame.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3799 316c924e-a436-60f5-8080-3fe189b3f50e
* Added lightfixture creating by Xerux!
To those who update changelog, don't put stupid shit in it, make it actually proper.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3797 316c924e-a436-60f5-8080-3fe189b3f50e
-AI Integrity Restorer circuits can now be made via imprinter
-Changes to Tech Storage inventory
--Removed teleporter circuit. It was intentionally moved to the RD's office to prevent nuke ops from stealing them.
--Added Protolathe, mining station monitor, and atmos alert circuits
--Added crew monitoring circuit to secure tech
--From the earlier commit: Added autolathe circuit and moved ID computer circuit into secure tech
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3789 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed plastic flaps not letting small creatures pass (An if-statement was partly backwards)
Re-added the teleporter circut board to secure tech storage.
- I think someone accidentally replaced it with a duplicate cyboard upload at some point.
Lowered the chance for Perriot's Throat to HONK words.
- Max chance before was 4*20% chance now it's 4*12%
Perriot's throat will no longer HONK words when you're dead so that deadchat is spared.
Portable flashers no longer ignore certain eye protection. Fixes issue 535.
- They now use the mob's eyecheck() proc instead of using its own out-of-date proc
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3788 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed a problem where the adminhelp parser would give a "adminname attempted to override the admin panel!" when clicking the links in (?)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3785 316c924e-a436-60f5-8080-3fe189b3f50e
-New spare ID box sprite. New pill-bottle box sprite.
-Added spades for botanists who want to play with dirt.
-A spade can be found in the hydroponics supply area, along with a couple spare tools useful for the job.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3782 316c924e-a436-60f5-8080-3fe189b3f50e
Details here: http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8960
And, to summarise:
Added a new computer, the message monitor console. It is able to access the logs on the message server.
Made PDAs dependant on the message server instead of Telecomms. This fixes PDAs not sending any messages due to no listening_freqs.
When paper is splashed with Ethanol, the contents of the paper or book disappear.
Added white coloured pens. Allows you to write hidden messages that can be revealed by highlighting the text.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3777 316c924e-a436-60f5-8080-3fe189b3f50e
- Fixed a bug with masks, which did not follow the equipment rules of the SLOT_MASK flag.
- Fixed a problem where monkeys could not equip a backpack.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3774 316c924e-a436-60f5-8080-3fe189b3f50e
- Added 4 new cable colors. Pink (ported from Bay12), orange, cyan and white.
- Engineer tool belts can now also spawn with orange wire, in addition to yellow and red.
- Tool closets and electrical toolboxes can now spawn with cables in any of the 8 colors.
- Added cablecuff.ogg from bay12, played when you apply cable cuffs on someone
- Added this stuff to the changelog
So yeah, some stuff is credited to bay12, tho some of it was nearly enough completely recoded.
Screenshots:
http://www.kamletos.si/wire%20colors.pnghttp://www.kamletos.si/cuff%20restraints.png
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3770 316c924e-a436-60f5-8080-3fe189b3f50e
- slightly altered the pray format to include a (SC) link, which stands for 'spawn cookie'. This attempts to spawn a cookie in the hands of the person who prayed. It's intent is to be a consolation prize when the prayer cannot be answered, due to it ruining the round. Only humans will get a cookie.
Screenshot:
http://www.kamletos.si/cookie%20spawner.PNG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3766 316c924e-a436-60f5-8080-3fe189b3f50e