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
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
Adds another emagged version to the holodeck that has spess carp.
Fixes mobs going temporally bald after leaving the holodeck.
Disables BSA due to abuse.
Windows can only be damaged by weapons that do brute or burn
Revision: r3345
Author: VivianFoxfoot
to a server when the monitor is disconnected/reconnected
Small fix for flamethrower
- Using an igniter on a flamethrower that already has one attached no longer
uses up the igniter
Revision: r3324
Author: quartz235
chance of breaking is directly proportional to their frequency of use (ranges
from 0% to 5%, used to be a blanket 2%). Their capacitor recharges one charge
every 60 seconds. Once their 6 charges are used up, they temporarily stop
working whilst their capacitor recharges. This should mean that flashes will
last a long time with light use (defence/rev), but not for spamming
(shitcurity).
Can now job-ban people from entire departments through the jobban panel.
Can now job-ban people even if they log out.
Job-ban panel now informs you why people were banned from each job.
Runtime fixes for some old jobban code that was preventing the above stuff.
Committing some fixes Nodrak pointed out.
Credits go to Nodrak for a lot of this.
Revision: r3285
Author: elly1...@rocketmail.com
unpushable. This is just a test so don't go crazy. It (probably) won't be
permanent.
Nuke teleporter board now costs ten crystals.
Revision: r3271
Author: kortgstation
thinks the round is going too slow (Not enough deaths and explosions, pretty
much, atm) it suggests adding more antagonists. Unless overriden by an admin
(any holder) it automatically creates antagonists from a random round type.
Feedback and round-end conditions (except for nuke team) will not (should not)
function for additional antagonists.
Tratior borgs who hack themselves cannot be blown by their AI.
The AI can now open doors with shift+click, bolt them with ctrl+click, and shock
them with alt+click
Adds a new wire to doors that controls the time delay before they close. If
pulsed, they close like a sliding glass door. If cut, they do not close by
themselves.
Borgs who have died, ghosts, and are then blown up will now have their ghosts
properly transfered to their dropped MMIs.
Revision: r3269
Author: VivianFoxfoot
first built.
Fixed issue 388 .
Fixed issue 403 .
Fixed spaceheaters appearing to be off when they are both off and the hatch is
open.
Fixed being able to waste rods out of existence by building them where lattice
already exists.
Revision: r3268
Author: petethegoat
Resolves issue 357 - Nodrak.
Resolves atmos problems in the freezer following it being hooked to atmos. (vent
was set to syphon) - Carn
Revision: r3265
Author: elly1...@rocketmail.com
by all those list()s that were being made for every atom. And this is why I
should not code at 2AM. (A UI overhaul-ish thing will come soon for the
detective computer.)
Revision: r3257
Author: joe.heinemeyer
Large bureaucracy overhaul.
This affects clipboards, hand labelers, paper, paper bins, pens, photocopiers,
and stamps.
Everything (that I've changed significantly) should be BETTER.
NO paths have been changed.
All of the above have been added to the paperwork module (pending rename to
bureaucracy, which is COOLER).
SPRITES for most of the above (except photocopiers) are now in bureaucracy.dmi.
Clipboards in particular are MASSIVELY IMPROVED.
Hand labelers can now be turned ON AND OFF, to make it simpler to avoid
labelling tables.
This includes work in progress FOLDERS, which currently do NOTHING.
Revision: r3253
Author: petethegoat
interact with machines and stuff from far away (but you cannot pick them up!).
This means you can also bonk people with items you are holding with your TK
grab.
Changed the energy gun sprites to a better-looking version, made by Khodoque!
More work on NTSL. Including the ability to create comments by using // and /*
insert comment here */.
Removed the traffic control machine from telecomms, as requested by Urist. NTSL
is still a work in progress, and needs to be completely fool-proof before
players can get anywhere near it.
Revision: r3252
Author: vageyenaman
on some mobs. Fixed grammar, icons and stuff.
Added some stylesheet classes. Approved by Urist. If you're adding game text,
please use the class that best describes the text. This way all the text
formatting can be edited from the stylesheet rather than traipsing through the
code like I am.
Cyborg names reflect their module choice.
Cyborgs can no longer drop their module-items on conveyor belts.
Please remember to add the line: gender = PLURAL to any new item defines if the
item is plural, ie metal rods and such.
Much more to come. ;-; Just need to check them and merge... why did I start
climbing this mountain?
Revision: r3232
Author: elly1...@rocketmail.com
Date: Mar 2, 2012
▫ Signals can now be rejected by Subspace broadcasters through a specific data[]
parameter.
▫ Improved the log browser.
▫ Log browsers and telecommunication monitors no longer require access to use.
You do need access to delete logs, however.
▫ Intercoms need power to work. They don't drain power, they just need a
constant flow of equipment power. As such, that offline intercom sprite's now
finally being put to use.
Scripting language:
▫ Sorry about all the files; they're all necessary! It's important to notice
that the basic structure of the scripting language code is not mine; I
cannibalized the base structure from some obscure BYOND project. It's pretty
well documented, and I'd say easier to browse through than atmos. Here's the
basic deal:
A compiler datum manages the relationships between the three main subsystems of
a scripting language: the Scanner, the Parser, and the Interpreter. The Scanner
splits raw text into token datums that the Parser can read. The Parser
transforms the otherwise random bits and strings into ordered AST Trees and
nodes for the Interpreter to read. The interpreter actually executes the code
and handles scope/functions/code blocks.
Revision: r3193
Author: vageyenaman
secure channels. Currently, encryption keys are based around previous groupings
(HoS encrpytion key, Captain encrpytion key). Consideration was made to giving
an encrpytion key for each channel (Security encryption key, Command encryption
key), and might be switched to that.
Turns the binary translator into an encryption key and makes it actually work
properly.
Revision: r3189
Author: VivianFoxfoot
Added Nodrak's Jump to Mob verb.
Added Sieve's lantern fix. Commented out the silicate recipe.
Added Skaer's sec cartridge box to the armoury.
Moved the check_if_buckled() proc to mob/living, rather than having it repeated.
Revision: r3168
Author: petethegoat
Made it so simple_animals with destroyer can smash tables
Reverted the detectives ammo to nonlethal
Deathsquad now spawns with loyalty implants by Deuryn's request (for IMMERSION)
Fixed a bit of border being left on the red boxing glove sprites
Revision: r3159
Author: kortgstation
Silicate was removed, as it didn't work properly and wasn't even useful to begin with.
Smoke will now create vastly less glows and shit, hopefully reducing server crashing capability.
The above is all credited to Sieve!
Foam was nerfed. I actually forgot to improve the janitor's cleaning grenades, so that's coming in a moment.
Revision: r3153
Author: petethegoat
- Added job-specific pda cartridges to the lockers of engineers, security
officers, wardens, scientists, doctors, cargo techs, janitor and all 6 heads.
Sanity checks galore for simple_animals (if(list) behaviour seems to have
changed lately).
Humans once again get their bodies burned into husks in fire. This only changes
their appearance and name now, however, leaving their DNA intact.
WIP space worms.
Revision: r3140
Author: uporotiy
Made the rapid syringe gun a subtype of the syringe gun, and reduced it's
capacity to four syringes.
Fixed the examine bug on syringe guns.
Added a new sprite for the regular syringe gun.
Added a new door for research. It's also used in robotics.
Updated the air injector sprite.
Fixed some pepperspray spelling errors.
~~REMOVED~~: the energy crossbow and chemsprayer from R&D.