Commit Graph

7600 Commits

Author SHA1 Message Date
Rykka
61ff2cbbce Earlyport Hover Inventory and Body Indicators
The body zone selector now indicates which body part you are about to select when hovered over, and the hover inventory indicator basically shows where you are trying to put an item, and then shows an item ghost in red or green, giving visual feedback as to if that item will go in the slot or not.

Gifs of this in action:
![https://i.imgur.com/MTi7Kpn.gif](https://i.imgur.com/MTi7Kpn.gif) 
Body Selection parts.

![https://i.imgur.com/KbLqWKy.gif](https://i.imgur.com/KbLqWKy.gif) 
Inventory Icon Overlays!

Credit goes to @ShadowLarkens for original port to Paradise and assistance with port.
2020-05-10 08:09:24 -04:00
Atermonera
0b8aeb5b94 mechs trigger mines. They're not very effective... (#7113) 2020-05-09 01:26:31 -07:00
Atermonera
ce3ad4108c Merge pull request #7096 from VOREStation/pol-fiftyspawn
Fiftyspawners try to place themselves in crates if possible
2020-05-06 23:09:14 -07:00
Atermonera
6ecfe951ed Merge pull request #7091 from VOREStation/vplk-proper-atmos-canpass
[PORT] Use can_atmos_pass to reduce proc-calls in c_airblock()
2020-05-06 23:02:51 -07:00
Atermonera
6870e1d7ba Merge pull request #7086 from VOREStation/pol-bsbpr
Tweak bluespace backpack radio
2020-05-06 22:49:02 -07:00
Atermonera
0d76423de4 Merge pull request #7075 from Novacat/nova-holowarrant
Fixes weed related runtimes
2020-05-05 14:15:52 -07:00
Atermonera
1cb60a41fa Merge pull request #7060 from Mechoid/LingFixes+OtherFixes
Ling Fixes + Various other fixes
2020-05-05 14:00:34 -07:00
Aronai Sieyes
4cc6a4f94f Fiftyspawners try to place themselves in crates if possible
Fixes https://github.com/VOREStation/VOREStation/issues/7163
2020-05-04 21:22:15 -04:00
Leshana
e74ebd9805 Use can_atmos_pass to reduce proc-calls in c_airblock()
- Add additional can_atmos_pass value ATMOS_PASS_PROC which indicates custom behavior requiring calling the CanZASPass proc.
  - The benefit being for the other three values we DON'T need to call CanZASPass at all!  We already know the behavior without the overhead of a proc call.
  - Obviously any atom with can_atmos_pass = ATMOS_PASS_PROC cannot now call ..() in CanZASPass() since the default behavior would be to (recursively) call CanZASPass()
  - This required re-numbering the constants, so I also fixed all code that assumed particular values for the constants.
- Switched all types which overrode CanZASPass with custom logic to be can_atmos_pass = ATMOS_PASS_PROC
- Changed /turf/c_airblock() to skip calling /atom/movable/c_airblock() for the three can_atmos_pass values that don't require calling the proc.
2020-05-04 13:47:52 -04:00
Leshana
35b7446a32 Fix return values of CanZASPass
- CanZASPass is supposed to return boolean.  Nobody noticed this bug because ATMOS_PASS_YES and ATMOS_PASS_NO happen to be defined as 1 and 0.  But thats not a good assumption to make, so lets fix it!
2020-05-04 13:47:08 -04:00
atlantiscze
8cf21a4730 Allows robots to search loot piles (#7057)
* Allows robots to search loot piles

* Implements feedback
2020-05-03 18:26:24 -07:00
Aronai Sieyes
4ce8f3bfac Tweak bluespace backpack radio 2020-05-03 21:02:52 -04:00
Unknown
fadf6e463d fix 2020-05-03 18:15:43 -04:00
Atlantiscze
c32112c69c Merge branch 'master' of https://github.com/PolarisSS13/Polaris into 2020_04_17_LoadBalancing 2020-05-03 23:17:27 +02:00
Unknown
0ca3d653cf Fixfixfix 2020-05-03 12:06:48 -04:00
Unknown
c9b98c5c86 Fixes weed related runtimes 2020-05-03 11:21:49 -04:00
Mechoid
7d52c30b31 I love BYOND RNG, it is perfect and 100% reliable for testing. (#7070) 2020-05-02 15:49:33 -07:00
Mechoid
aafd4b4fa6 Explorer Expansion: New Horizons (#6960)
* Large amount of work; Animal taming, shearing. Random animal spawns on sif grass/forest turfs. New PoIs, thermal poncho.

* Combat drone DMI moved to drones folder. Mining Drone subtype added. "Tameable" with ores, will collect and store ores when not in active combat.
2020-05-01 11:19:21 -07:00
Atermonera
61c4929d61 Merge pull request #7045 from Neerti/let_them_eat_all_the_cake
Removes limits on eating, centralizes nutrition changing.
2020-04-29 14:14:11 -07:00
Aronai Sieyes
6c6644f86c Rewrite examine() to pass a list around (#7038) 2020-04-29 13:42:16 -07:00
Novacat
c317247075 Duplicate var 2020-04-28 10:01:21 -04:00
Novacat
194f73ad98 Fixes conflict 2020-04-28 09:31:05 -04:00
Mechoid
a5d0978773 Ling Fixes + Various other fixes, including non-suit suit icons, rollerbed inhands, ling thermals existing and working, ling locker/morgue revive. 2020-04-27 20:27:39 -07:00
Aronai Sieyes
b98027d050 Various fixes while waiting on PR 2020-04-27 10:48:04 -04:00
Aronai Sieyes
65cfc5bd39 Refactor telecomms to send messages to logically adjacent zlevels 2020-04-27 10:45:25 -04:00
Aronai Sieyes
c9086829ec Convert some telecomms constants into defines 2020-04-27 10:34:13 -04:00
Neerti
2dee403370 Removes limits on eating, centralizes nutrition changing. 2020-04-26 05:30:32 -04:00
Atermonera
1e80a52a07 Merge pull request #7036 from atlantiscze/2020_04_24_IntellicoreFix
Fixes Intellicore grabbing AI multiple times
2020-04-25 13:22:53 -07:00
Atermonera
abb66e24ed Merge pull request #7035 from VOREStation/vplk-shuttle-construction
[PORT] Ship/Shuttle Console Construction
2020-04-25 13:22:12 -07:00
Atlantiscze
c4a65579a9 Fixes Intellicore grabbing AI multiple times
- If you click multiple times during the do_after timer, you may try to grab the AI multiple times, possibly breaking stuff.
- Should fix #5179
2020-04-24 09:47:32 +02:00
Leshana
a279c698e3 Make shuttle control consoles constructable.
- Adds circuit boards for shuttle consoles. (Ferry, Multi, and Overmap).
- Deconstructing a console saves the linked shuttle tag in the board for when it is re-constructed.  New boards start blank but will auto-link if you build the console on a shuttle.
- Boards know what type of shuttle they can control and will only auto-link with a shuttle if it is the appropriate type.

Note: By default the only mapped-in shuttle consoles that are deconstrutable are overmap and multi shuttle consoles.   For any others, consoles built mid-game will be deconstrutable but the mapped-in ones will not.  That way the arrival, escape, supply ferry shuttles etc won't be messed with unless the mapper specifically chooses to override and make them that way.
2020-04-23 19:10:52 -04:00
Leshana
3093b5bbd8 Add circuitboards to make overmap ship computers constructable. 2020-04-23 19:08:20 -04:00
Leshana
21c8c94971 Fix remaining code that directly modified use_power to call update_use_power. 2020-04-21 13:15:32 -04:00
ShadowLarkens
54a8a5823d Saycode Overhaul -- Multilingualism (#6956)
* Port ParadiseSS13/Paradise#2100 - Saycode refactor

* Removed unused old carbon slimes code

* Port ParadiseSS13/Paradise#5099 - Saycode part 2

* Ported ParadiseSS13/Paradise#7170's /datum/browser Check Known Languages

* Port ParadiseSS13/Paradise#9240 - Get rid of alt_name in favor of GetAltName()

* Port ParadiseSS13/Paradise#10330 - You can now use multiple languages in one message

* Addressed Atermonera's review.

Translators now print the full message if they find any languages within the
message that the user doesn't understand, minus languages it cannot translate.

Additionally, the combine_message proc has been significantly simplified
by eliminating an ugly tree structure with the help of a little helper
proc.

The removal of the extra span inside each piece doesn't seem to have
visually changed the messages in any other way than changing where the
wordwrap happens, strangely enough. Must be something in IE's code being
picky about invisible elements. On the bright side, it splits *later*
than it did before, thus reducing the lines a message will take up by a
tiny amount.

Also, a bunch of things now have the 'filter_say' class from
PolarisSS13/Polaris#6998. Since span classes with no definition are
totally valid and just don't do anything, this PR does **not** depend on
that PR being merged first.

* Always gotta be one
2020-04-20 01:11:53 -07:00
Atermonera
6a15586a74 Replaces toy waterflower with spraybottle waterflower (#6997) 2020-04-20 00:24:53 -07:00
Atlantiscze
78925e2993 Ports over power-related enhancements and tweaks i coded for Bay a while back
- Please fasten your seatbelts, this will be a long one as it joins few older Bay PRs into one.

1. Ports https://github.com/Baystation12/Baystation12/pull/12626
- SMES units may now be damaged and destroyed. Charged SMES units fail quite violently. Damage can be fixed by welding tool.
- PSUs completely refactored, ghetto variant no longer exists.
- Cell rack PSUs now can be considered a hybrid between large battery charger and a SMES. They actually use the cells to store power (so you can hot-swap the cells to get more juice simply via the UI without deconstructing the whole machine), but in comparison to SMES have poor throughput and capacity in general (cells are simply too small). They are also somewhat limited in configuration options (lacks the precision electronics of a SMES). Better matter bin lets you put in more cells, up to 9.
- Cell rack PSU also has a mode that allows charge-balancing all inserted batteries (moves energy around so each battery has the same charge %)

2. Ports https://github.com/Baystation12/Baystation12/pull/11977
- SMES units now have full load balancing capability, getting rid of that annoying "One SMES charges at full, other SMES gets nothing" problem. If insufficient power is available on input, all inputting SMESes will now charge at same percentage. If more SMESes power a single output, they will all output equal percentage of their setting.
- This appears to have a pleasant side effect of fixing the issue where SMESes could starve APCs of energy. SMESes are ALWAYS last to input power on a powernet.
- This also appears to have fixed weird values displayed in SMES output/input load readings in the UI. By weird values i mostly mean inputs/outputs actually higher than the SMES is set to have.

3. Ports https://github.com/Baystation12/Baystation12/pull/18137
- SMES units (and subtypes, therefore effectively also PSUs from previous entry) can now have more than one terminal. This effectively allows a setup where two (or more) sources feed a single SMES, which then feeds the output. SMESes can not exceed input setting even with multiple terminals.
- Typical example of use in practice would be SMES that runs something important (for example an AI, telecomms, pick whatever you want). It could have one input from the power grid, and second input from a PACMAN generator set up nearby as a backup. Before the generator would have to be wired into main grid, therefore main grid would siphon off power from it. Now the generator can be separate and dedicated for whatever use you want.
2020-04-17 08:26:29 +02:00
Atermonera
32a573f5cc Merge pull request #6878 from Mechoid/ATaleofBlobsandMen
A Tale of Blobs and Man
2020-04-12 22:34:33 -07:00
Atermonera
b6b7c2468c Merge pull request #6974 from Shadow-Quill/patch-1
Unfucks arrival shuttle latejoins when shuttle is docked
2020-04-10 23:50:08 -07:00
Atermonera
68927cbc0d Merge pull request #6970 from VOREStation/pol-couplefix
Fix 2 bugs
2020-04-10 23:49:46 -07:00
Mechoid
1520c2d190 S l e e p, and split to Ater's request. 2020-04-10 15:54:50 -07:00
Mechoid
001d5b091f Merge branch 'master' of https://github.com/PolarisSS13/Polaris into ATaleofBlobsandMen
# FixConflicts:
#	polaris.dme
2020-04-09 22:55:42 -07:00
Aronai Sieyes
91f457eed1 Merge branch 'master' into pol-assemblies 2020-04-09 23:29:31 -04:00
Atermonera
a720c51d0b Merge pull request #6959 from ShadowLarkens/uplink_redesign
Syndicate Uplink redesign (Inspired by ParadiseSS13/Paradise#1844)
2020-04-08 23:58:18 -07:00
Aronai Sieyes
765e6cb1a0 Looking glass holodeck (#6958)
* Fix mines qdel

* Looking Glass Holodecks

* Fix console html tag

* DME update
2020-04-08 11:57:15 -07:00
Neerti
8a03168d95 Stasis QoL (#6923) 2020-04-06 21:38:22 -07:00
Shadow-Quill
d21e4bbcdc Unfucks arrival shuttle latejoins when shuttle is docked 2020-04-06 15:24:39 -05:00
Aronai Sieyes
bc3bce6732 Fix infinite server destroying loop in interval effects 2020-04-06 12:12:34 -04:00
Aronai Sieyes
8a8cd93db5 Adjust two things that loop forever (#6934)
* Adjust map_effect interval loop

We have those things you wanted now. Also bumped check time to 5s because 3s seems a lot for the repeated player list iteration. Not horrible but still.

* Also adjust pinpointer because it's not great

* Add a missing span in pinpointer

* Forgot a couple things!
2020-04-05 19:16:15 -07:00
Neerti
ba56f7951f Hopefully fixes conflicts. 2020-04-05 17:07:37 -04:00
Atermonera
70534c3a6b Merge pull request #6920 from Neerti/medical_qol
QoL: Small Medical Things
2020-04-05 00:01:57 -07:00