Commit Graph

750 Commits

Author SHA1 Message Date
Neerti
76b077af4a Finishes seperating ZAS logic from CanPass(). 2019-02-10 01:46:38 -05:00
Neerti
d880379bbf Starts work on unbreaking CanPass() 2019-02-09 20:45:49 -05:00
Spades
8355717e3b Introduces caseless ammo, and a caseless rifle (#5886)
* Icon changes

* Introduces caseless ammunition

* Deletes unused icons, adds G11

Deletes these icons:
- lemat_old
- staffofchange
- barretsniper and barretsniper-empty
- noisecannon (old sprite)

* Magazine capacity nerf, removes stun mags

* Revert "Magazine capacity nerf, removes stun mags"

This reverts commit 411f4e024b.

* Removes references to G11, because it's not one

* I lied. *Now* they're renamed.

* Icon changes

* Icon changes, again

* Merge my icon changes you fuck
2019-02-06 23:35:08 -06:00
elgeonmb
3e9624caa9 Adds the Zaddat Race + Modifies pressure damage calculations (#5869)
* Redoes the suit-wearing bugs, renaming them to the Zaddat.

(If this shows up on the main Polaris repo, I fucked it again, please yell at me until I unfuck it)

* finishes the zaddat species pending someone yelling at me and or me getting more/better sprites

adds three new accessories of dubious stylistic value for the gaudy-ass suit people

* i lied
engineers and other Zaddat who start with a hat will no longer burn in the harsh light of the station.
scarves and other decor items can now be equipped to space suits. cape, half-cape, and sash items now have valid slot flags

* gives zad a larynx

* gives Zaddat assisted languages

* zad sprites now have weird growths

* activate starvation mode

* mask is now red-faced so as not to give the zaddat skin cancer

* adds shrouds and zaddat hypos to cargo. renames zaddat hypos to glucose hypos since like, technically anyone can use them

* aand adds zad hypos to the fitness machines. thanks for letting us not starve, spacer guild

* adds zad hypos to the fitness vendor

* new purple zaddat icons (untested, probably fine)

* appeases anewbe

* something bad has happened

* Updates Zaddat per forum discussion
Flashes now deal significant burn to zaddat, enough to put them in crit with two flashes
Zaddat (and diona and vox) can no longer wear rigs
Shrouds no longer protect against shock damage, but do protect against radiation damage
Prometheans can now wear shrouds
Sprites are much prettier

* adds changelog

* Update zaddat.yml

* appeases anewbe
2019-02-06 23:34:21 -06:00
kevinz000
0e45e20923 stuff 2019-01-31 21:01:44 -08:00
Mechoid
83fc6b51e0 Adds Alien Reality pods, aka AR pods, for use in events or PoIs. (#5798)
* Fix some VR issues, add new VR issues I don't forsee.

* Tweak re: Github Comments

* Why

* Mechoid stop being a me.

* Add VR_LINK to all organs list.
2019-01-28 21:24:02 -06:00
Atermonera
a69058d2a6 Merge pull request #5896 from Mechoid/A_Tale_Of_Jackets_And_Changelings
Changeling & Straight Jacket modifications.
2019-01-26 11:12:27 -08:00
Mechoid
f0cbeb2bc2 Makes Straight Jackets and Ling Revive resist compatible. 2019-01-22 18:25:38 -08:00
kevinz000
c06a1eb504 Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2019-01-16 08:19:12 -08:00
kevinz000
0f4b976d43 Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2019-01-16 08:13:58 -08:00
kevinz000
46c79c7d3e [READY]Makes a bunch of processes subsystems instead (#5814
* Converts various New() definitions to Initialization()
* Adds absolute pathing
2019-01-15 22:58:06 -08:00
Neerti
b1860f9baa Merge pull request #5829 from kevinz000/tg_vv
Ports TGstation view variables + admin proccall guards, and all the baggage that comes with it
2019-01-15 22:18:50 -05:00
kevinz000
a9aa4110a3 Puts is helpers into their own file 2019-01-12 05:48:05 -08:00
kevinz000
14832ccace Well that took a lot of effort.. 2019-01-12 05:25:00 -08:00
Cerebulon
5d601302b7 Religion Overhaul 2019-01-12 05:35:53 +00:00
kevinz000
a9c67fc919 Oh boy! 2019-01-11 11:50:20 -08:00
kevinz000
c162255529 Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2019-01-11 04:54:32 -08:00
kevinz000
61fe7e7e7e Stuff 2019-01-11 04:53:23 -08:00
Neerti
afa149ca2f Adds New PoI Features + Bonus PoI (#5796)
* Adds cliffs.

* Finishes lava and polishes the other things.

* Hopefully finished with all the new shinies.
2019-01-10 16:17:43 -06:00
kevinz000
f3da68481a Ticks stuff, MOVES WORLD DOWN TO CODE/GAME/world.dm, so __defines islist() can work and because it literally would not work on my computer without doing this! 2019-01-10 10:37:51 -08:00
kevinz000
626669347e Why does BYOND decide to untick everything.. 2019-01-10 10:33:33 -08:00
kevinz000
c8a846476b Why does every merge commit break EVERYTHING 2019-01-10 10:30:05 -08:00
kevinz000
7053dbad27 Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2019-01-10 10:26:59 -08:00
kevinz000
ae64d73972 Upgrades SDQL2 and refactors it to a datum (#5793)
* SDQL2
2019-01-09 18:12:12 -08:00
kevinz000
1315bfff2c Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2019-01-06 23:12:48 -08:00
Anewbe
5fb77b35ec Merge pull request #5791 from Neerti/looping_sounds
Adds Various Sounds, Looping Sound System
2018-12-31 09:01:31 -06:00
kevinz000
e408250296 Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2018-12-23 11:31:48 -08:00
Neerti
7210ad49ac Ports the lightpost and present tree from tg. 2018-12-20 22:10:46 -05:00
Neerti
c2a2590c44 Finishes work on sounds. 2018-12-20 20:19:00 -05:00
Neerti
5a983ef9f5 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into looping_sounds 2018-12-19 18:31:56 -05:00
Neerti
e8a94d915e Does more work, particularly on zlevel stuff. 2018-12-19 18:31:41 -05:00
Mechoid
a428fad5e8 Event / Future PoI / Other weaponry & tools. (#5764)
* Starts work on New gear

* Solidify New Gear Post-Testing

* Fix non-meter energy weapons not using their normal power supply.

* Fixfix
2018-12-15 20:11:10 -08:00
Neerti
68d3406898 Merge pull request #5773 from Neerti/identification_system
Adds Identification System, New Autoinjectors
2018-12-14 21:06:06 -06:00
Neerti
60115154f7 Stops initialization from grinding to a halt when loading maps. 2018-12-12 20:10:23 -05:00
Neerti
96527e47b8 Begins work on porting looping sounds from TG. 2018-12-12 05:55:51 -05:00
kevinz000
a96240d74e fixes 2018-12-10 21:22:45 -08:00
kevinz000
90e3dd4cc8 Merge remote-tracking branch 'polaris/master' into pixel_projectiles 2018-12-10 15:54:00 -08:00
kevinz000
ab3f30b28f Merge remote-tracking branch 'polaris/master' into PS_PORT_SCHEDULER 2018-12-09 20:34:39 -08:00
Neerti
452fd9afb8 Adds several new map/event oriented objects (#5757)
* Adds some helpful effects to enhance PoI construction.

* Adds several features for mappers.

* Test map please go
2018-12-07 17:48:09 -06:00
kevinz000
d15f7efa5b Merge branch 'master' into PS_PORT_SCHEDULER 2018-12-06 18:10:48 -08:00
kevinz000
8da11c17a2 Makes math helpers defines for performance (#5654) 2018-12-06 13:13:59 -08:00
kevinz000
a52c341861 Merge remote-tracking branch 'polaris/master' into PS_PORT_SCHEDULER 2018-12-06 10:20:46 -08:00
Atermonera
05e9daec52 Merge pull request #5714 from Mechoid/The_story_so_far_In_the_beginning_the_grippers_were_created_This_has_made_a_lot_of_people_very_angry_and_was_widely_regarded_as_a_bad_move
Borg, Gripper, and Integrated Circuit interaction update.
2018-12-03 17:21:43 -08:00
Atermonera
414cf71cfa Merge pull request #5726 from kevinz000/ss_refactor_3
Refactors Sun and Inactivity processes to subsystems, and a few globa lvariables to be managed
2018-12-03 17:21:00 -08:00
Neerti
0a949b2d88 Every damn time. 2018-10-31 18:20:23 -04:00
Neerti
508b051716 Fixes loads of AI bugs. 2018-10-31 17:43:10 -04:00
kevinz000
f385dac926 stuff 2018-10-30 18:20:13 -07:00
Neerti
1e492e8c44 Master to AI - Reloaded (#5710)
* Add files via upload

* Removes Noble Defines

* Mech Mini 'Revamp'. Will need playtesting. (#5480)

* Exosuits are now capable of holding more equipment, of specific types.

* Tweaks regarding feedback in staffside thread, other concerns.

* Tweak to be more consistent. Why did the Odysseus have two universals. Tweak to weapon restriction on Med - > Odyss

* Weapons only fit in universal combat slots.

* Adds smart magazine, magazine functionality

* Adds a new subset of grenades that shoot projectiles

* Low alpha now makes HUDs and tooltips not show up on you

* Fixes a UI bug with emptying currently-open bags into smartfridges...hopefully. (#5515)

* Update smartfridge.dm

* actually indicates which line solves the bug

* Adds a whole bunch of Exosuit weapons and other miscellaneous parts.

* Minifrags now use the small fragments mainly as they should.

* Iced beer no longer freezes you to 3 degrees C, which is enough to seriously burn a Skrell. Seriously, that's weird.

* Touch stuff in reference to responses.

* NanoUI now processes again

* Initial Work: Manifest, Newsfeed

* Adds newscast viewing, manifest

* Cartridge devices

* Template progress

* Med records, Sec records, Emp records

* Cartridge work part 1

* Cartridge work: part 2

 * Power monitoring console
 * Cartridges have persistent, internal data
 * Code to load element-specific data upon request, instead of serving all relevant data at once
 * Janitorial Supply Locator

* Refactor crew manifest to a separate file

* GPS cartridge

* Reorganize GPS to proper organization, important comments

* Supply cartridge

* Status display access

* Merc blast door controller

* Appeases travis (Round 1)

* Appeases travis (Round 2)

* Headset sprites are now on the default ear, which is left

* Cleave changes, attack code cleanup

* Catching is no longer guaranteed, accuracy code is more general

* Adds a Neural implant for future implementation. Promethean brains have been updated to fit it.

* changelog

* Robots can attack things again

* Might help with air subsystem lag

* Ports the spinny throwing animation from Bay

* Cult heal modifier no longer does Shit-Tons of agony. Does mediocre agony on non-cultists.

* Defines.

* Headset sprite tweaks

* Shield Drone no longer auto-fails with Energy Relays.

* I'm an idiot.

* PoIs can be rotated in increments of 90 degrees

* Might fix the server startup error_handler runtime

* Cult Girders are back to being proper.

* Submaps can now be rotated to any cardinal direction (South is default)

* Should fix another runtime with tools

* Buffs the Vox

* Removes debug code (Yes, I'm an idiot)

* Ready for merge

* Fixes some bugs tangentially related to Vox code

* Ports /vg/ instrument frame work, adds client based sound pref

Also shifts sound files which is 98% of the bulk here.

* Helmets now show only certain hairstyles

* fixes the trailing tag, I think

* Scrubbers no longer automatically scrub phoron (#5512)

* adds manual changelog

* Adds new set of cyborg sprites for medical/science/default/security/combat (#5546)

* Refactor cargo trains, they're just normal trains now. Adds the Quad, and re-enables/fixes the Space Bike!

* communicator_header.tmpl now correctly includes Body

* Adds tails to Unathi rig suit sprites (#5551)

* supplycom/control drops the correct circuit

* Emags have an effect on cargo consoles

* The cybersuit is now a space suit.

* Map Bugfixes

-	Fix for mislabeled c_tag cameras, first deck
-	Fix for mislabeled c_tag cameras, second deck
-	Fix for poi crashed containment shuttle mapping issues (terrain generation)
-	Fixed wrong floor type on skipjack
-	Fix for scrubbers pipe, central substation
-	Fix for air supply pipe, chapel
-	Fixed scrubber pipe, Engineering Drone Fab
-	Fix for air supply pipe, Prison Wing
-	Removed redundant supply and scrubber pipe, Security Auxiliary Dock
-	Fix, Fore Aux Dock airlock pipe.
-	Fix air supply pipe, library
-	Fix, scrubber pipe, coffee shop
-	Pipe fix, Medical maint
-	Fix, supply pipe medical secondary storage
-	Removal, redundant supply pipe, cargo maint
-	Fix, virology scrubbers pipes
-	Fix Xenobio and Xenoflora missing atmos connection to the main outpost
-	Fix, missing atmos connections between Main outpost telecoms and main outpost atmos
-	Fix for missing power wires, HoS Office, Warden Office, Heads of Staff Meeting Room
-	New, random mouse spawner
-	New, random mouse spawners added throughout maintenance on the station (maybe too many, maus station 13)
-	New, 30 sheets of lead added to engineering
-	Fix, POIs should now be rad protected and characters won’t be affected by the radiation event

* Fixes Lead Walls (#5562)

A material's ``radiation_resistance`` was never considered for calculating a wall's cached resistance to radiation. This fixes it. There is another issue involving r-walls not being better at stopping radiation than their normal-wall counterparts made of the same material but fixing that involves a lot of number adjusting to avoid the SM engine from getting twice as protective.

* Yet Another Circuit Update (#5549)

* Circuit updates, adds new components, improves printer, new assemblies.

* Finishes powernet circuit.

* Adds wearable assemblies.

* Finialization before merging with GLOB port.

* Finishes circuit update, hopefully.

* Forgot to undo map.

* Removes debug output.

* Readds size traits

* Signal pistol can be reloaded (#5566)

* Makes Blobs more useful.

* Rig and Spacesuit additions

- Added the 'military' Rigsuit from Bay.
- Added 'pmc' rigsuits
- Added exploration and pilot voidsuits along with alternate sprites (alternate sprites done by Naidh)
- Addition of suit cyclers for exploration and pilot voidsuits

None of these suits are currently accessible in game outside of admin bus. Currently only the pilot voidsuits have other species sprites. Exploration suits are missing sprites for Teshari (Naidh made some for their alternates but I have to add them) and the rig suits are human only. This is to be fixed in the near future, just wanted to get the make workload actually in the game first.

* Dermal implant doesn't cover hair

* Fixes a couple of tool related oversight/runtimes

* Fixes hand and leg cuffs

* Technically adds the Ore Redemption Machine

* Update combat.dm

* Boot knives fit in boots

* Adds tails to Unathi rigsuits (again)

* PoI fix

* Skrell names no longer contain spaces

* Descriptors now properly respect species differences

* Make the Statue NOT entirely immortal.

* Psychiatric Medication Fix (#5588)

* Psychiatric medications are faster when ingested

* Psychiatric med fix

* Updates changelog

* Tweaks emitters and Pacman

* Adds the Biopsy Scanner to the Surgery Kit (#5589)

* Adds the Biopsy Scanner to the Surgery Kit

Since it's actually used in a surgical operation, it should proooobably be in the kit. Iunno if the kit is really used here aside from antag shuttles, but they might as well have it.

* Added a missing comma

Missed a comma, might be what's causing issues. Iunno. It worked flawlessly in dream-maker.

* Adds some Holy drinks, and Promethean-safe drinks / acclimators. (#5574)

* Adds some Holy drinks, and Promethean-safe drinks / acclimators.

* Carbon + Water + Oil = Sludge

* TRUEFALSE & * removed

* Be Smart about damage things.

* Don't spawn things in Null please.

* Adds a generic proc to the mining vendor to add custom / blank entries.

* Keys now actually exist again.

* Species item slowdown changes

* Pose now shows up under descriptors

* Fixes Circuitry Glasses.

Button in HUD should work now.

* Phase rifle size correction

* Should fix the new bugs with webslinger spiders (#5612)

* Hyposprays can now have different sounds

* admin helps, but working this time.

* handle issue, GLOB staffwho

* admin list seems bork'd cleans up feedback messages

* Fixes grabs breaking defined mob pixel offsets.

Yeah.

* Custom RIG Framework (#5613)

* Framework for Custom RIG sprites.

* Fixfix

* line ending

* Text for handheld plushies when poked

Plushies now make sounds when poked. Squeak!

Ported from https://github.com/VOREStation/VOREStation/pull/4231

* Shotgun cycling animation framework
This adds the possiblity for empty sprites on all shotgun/pump/thing and for cycling animations.
https://cdn.discordapp.com/attachments/407267031562453032/488751327531368481/2018-09-10_18-43-05.gif
This particular weapon was made by a friend so i'll wait for their permission before porting it in.

* Add an animated rifle.
Nothing is particularly impressive except the animation.

* Fixes some bloodloss bugs

* Move almost everythign food related into the kitchen module.
Not moving reagents and tools.

* Minor issues fix.

* Remplace sprite hammer with pickaxe
This particular hammer had been sitting 'waiting for sprites' for 4 years at least. Could be a lot more really.

Fixeshttps://github.com/VOREStation/VOREStation/issues/4183

* Fix mislabelled posters.
https://github.com/VOREStation/VOREStation/pull/4310
https://github.com/VOREStation/VOREStation/issues/3597

* Remove kobold.dm
This file has no sprites and is used nowhere. It does have some kinda cute emotes but without sprites it's useless and has been since 2017 and maybe much longer. I haven't found any references of it's origin either.
~~maybe virgo will do sprites i dunno~~

* Fix yes emote not working correctly.
It's a lazy fix but it works.

* Fixes chem master dumping reagents.
Previously, if you used a bluespace beaker and transferred all of it's contents, the chem master buffer would silently drop all of those chemicals without warning.

* Fixed smes terminal construction requiring more cable than used.

* Fixes laptop blocking grown adults.

* Fixes several typos with oxygen_pump.dm.

* Fix the condimaster not working.
Previously, you simply couldn't make any condiment using this machine. Now you can. There was just missing template which is back in with this PR. (Thanks aronai.)
This means you should consider remplacing it in your kitchens.

* Remove intensity from chemistry machines.

* Add a noise for mining scanners.
This should affects all devices using it too.

* Prevents people from HREF exploiting around the R&D console.

* Lock has a check already, so remove that.

* reeeeeeeee

* Fixes missing sprites when excavating rocks

* Xenoflora and Xenobio House Move

- Moves Xenoflora and Xenobio stationside, on first deck. Leaves the old labs still up planetside for the time being.
- Minor bug fixes, missing lights, mislabeled lockers in robotics, floor decals.

* Changes << to to_chat at request.

* wax staxs

* Fix plastic ashtrays only holding one butt. Now they hold 4butts.
jeez bill.

* Move surgery caps into their own selection.

* Fixes maploading

Imagine you're on the last iteration of this loop, you've done the final column of X coordinates and you're going to set maxx.
Would you want to set it to where you are now, the final X column... or would you want to add ONE MORE beyond the template size for some reason then set it to that?

This bug causes all templates that are the size of normal maps to fail to initialize any atoms if your template is the size of your normal maps, because it tries to obtain a square of size minx, miny, minz, maxx, maxy, maxz to initialize, however maxx is nonextant because it exists outside the bounds of the world. It also causes all submaps to initialize an additional column of atoms twice, or not initialize any if they spawn against the right edge of the map.

* More paths to Quick_Create
Add devices
Add guns
Add mecha_equipement
Add mecha_parts
Add reagent containers
Add specially food

Considering adding one for each clothing types such as under, head, above, gloves, glasses and so on.

* Bring back the traitor panel verb.
Now you don't have to right click on someone and open their player panel to reach it. How convenient!

* Graves (#5622)

* Adds support for closets storing closets, and graves

* More Grave Things

* Chnglog

* Polaris Vision Tweaks

* Fix a couple of ticket bugs

Don't show admin character names when they reply, and this proc appears to take different options on tg, so was fixed here.

* Prevent people from removing papers from any distances.

* Removes maintenance access from cleanbots

This should stop them from wandering into maintenance never to be seen or heard from again.

* Ports Vote to SMC

* Fixes two anchored-related bugs, taped papers and the medbay phone.

* Remove very annoying midi tools

* Magazines improvements (#5666)

* Give sounds to emptying magazines

* Clear some trash in the saber magazines

* The magazine NOW behaves correctly.

* The second half and more casing noises.

* Fixes all waistcoast being black when worn in the suit slot

* Makes RCDs Clean Again (#5679)

* Makes RCDs Clean Again

* Forgot a few things.

* Adds Mods/Dev perms to ticket permission checks (#5683)

* Fixes minor clipping issues in two cyberlimb sets

* Fixes minor clipping issues in cyberlimbs

* Fix wax appearing to be steel.

* Actually make the system work correctly this time.
Honestly this one is so much more clear than the other that we should always use it.

* Fixes new record bug. (#5685)

* Fix for duplicated loadout descriptions (#5694)

* Add files via upload

* Revert "Merge pull request #1 from Shophaune/plant-bag-ui-bug-fix"

This reverts commit 62a60d4f87, reversing
changes made to 6f909ce590.

* Borrowing Ibnesquik's descriptions to fix this issue quickly.

* Fixes PDA manifest excluding all non-syndie borgs (#5695)

* Fixes PDA manifest excluding all non-syndie borgs

I'm preetty sure the original PR had the opposite intention of what it actually did.

* Update obj.dm

* Update obj.dm

* Fixes duplication of corpses by holding and then cooking (#5693)

* Add files via upload

* Revert "Merge pull request #1 from Shophaune/plant-bag-ui-bug-fix"

This reverts commit 62a60d4f87, reversing
changes made to 6f909ce590.

* Fix for cooking mob duplication

* Actually this is a better method, thanks Baystation

Yeah they kinda fixed it three days ago way better than I did it so
2018-10-30 00:01:44 -07:00
Mechoid
2585a87027 Borg, Gripper, and Integrated Circuit interaction update. 2018-10-27 12:41:03 -07:00
Neerti
c25e94938e Buildmode enhancement and removes simple_animal for real this time. 2018-10-24 06:49:41 -04:00