Commit Graph

105 Commits

Author SHA1 Message Date
MistakeNot4892
b22a0568a3 Sideports a couple of init unit tests from Neb. (#7893)
* Sideports a couple of init unit tests from Neb.

* Trying to unfuck initialize logic.

* Removing del()s.

* Adjusting return values to Initialize().

* Moving some dangerous object logic from obj onto the two types that use it.

* Rolling back some init changes and commenting out initialized atom unit test.

* this comment formatting is a minor war crime

* Removed sleep() from signaler circuit Initialize().

* Additional Init fixes post-rebase.

* Uncomments subsystem test since that's passing.
2021-02-21 12:03:34 -09:00
Cerebulon
6d2b5e4764 Allows custom-selection of posters 2021-02-09 20:53:50 +00:00
Mechoid
bd9f63a97a Gadgets & Gizmos (#7786)
* Adds various objects for explorers / antagonists.

* T A G S

* Mend
2021-01-14 21:53:39 -09:00
Killian
30dc6d98b8 More Spawner Stuff (#7631)
* Update spacesuits.dm

* more random stuff

* even more random stuff, plus changelog

* random large, couple more odds & ends

* more tweaks

* More Spawners
2020-09-11 00:10:11 -07:00
Killian
5d9e3b0d1d Update Random Spawners (#7614)
* Update spacesuits.dm

* more random stuff

* even more random stuff, plus changelog

* random large, couple more odds & ends

* more tweaks
2020-09-05 07:25:29 -07:00
Atermonera
a16e6ae0e8 Merge pull request #7456 from listerla/footwear
The great Aurora shoe heist
2020-08-25 16:14:48 -07:00
Atermonera
b2b2fd6698 Merge pull request #7469 from Rykka-Stormheart/shep-dev-toy-mech-battles!
Adds Mech Toy Battles!
2020-08-20 18:52:58 -07:00
listerla
89b880f0e1 Adds wearing cones and caution signs (#7466)
* Adds wearing cones and caution signs

* Fixes quarantine shuttle PoI

* Create Lorilili - janiwear.yml
2020-08-17 09:57:50 -07:00
Rykka
98c07231e2 Rename toy/mech to toy/mecha to match mecha code. 2020-08-12 20:13:45 -04:00
Rykka
13263b41a5 Adds Mech Toy Battles!
Adds a mech vs mech combat system for the toy mechs earned from arcades and found around the station. You can initiate combat with yourself by hitting a toy mech with another toy mech, or fight another player if you attack a player holding a mech with a mech.

Each mech has its own health stat and special ability that they'll use in combat against each other. How exciting!

Also slightly refactors toy locations and changes toy mechs from being JUST prizes to their own proper toy subtype!

Upstream of https://github.com/VOREStation/VOREStation/pull/8665
2020-08-12 04:38:30 -04:00
listerla
c3f9b4061d The great Aurora shoe heist 2020-08-10 17:28:07 -04:00
Atermonera
085c974646 Merge pull request #7390 from Cerebulon/schneemobs
Adds some surface mobs.
2020-08-06 11:20:45 -07:00
Cerebulon
c55b759eb6 schnee mobs 2020-07-30 05:01:12 +01:00
Cerebulon
03b7a0ea0d Persistent Trash/Dirt/Graffiti/Notices (#7337)
* Port Trash/Writing Persistence from World

* stuff beyond straight portin

* Fixed admin menu

* Config, cigbutts, blood exceptions, offices....

* mapped butts
2020-07-24 02:23:34 -07:00
Cerebulon
d7f25c36cb Flavour Enhancement: Crates (#7342)
* crates

* map changes

* rotation and dragging
2020-07-21 19:18:38 -07:00
Cerebulon
4474f3f713 Flavour Enhancement: Guns (#7333)
* Flavour Lore: Guns

* New guns/sprites, crates, etc.

* couple o oversights fixed

* couple o oversights fixed

* final tweekz
2020-07-13 20:04:59 -07:00
Kates
5d10e60c88 Add a random mech spawner (Not mapped in yet) (#7324)
* Add some work for random mechs
- Add a few variants of worn down, slightly busted mechs, this is specifically intended for mech bay later on.
- Add a random spawner with pretty much every mecho inside of it.
-

* Several mecho things:
- Add a comment to mecha.dm
- Add a forgotten comma
- Delete the vague attempt at a marauder cleared thing.
- Correctly change max health on the gygax

* Make it so the Marauder/old doesn't spawn with stuff

* Add a weaker list of mechs without phazon & marauder
2020-07-09 15:13:16 -07:00
Atermonera
efca8aff23 Random item spawners qdel properly on init without using sleep (#7134) 2020-05-15 13:34:31 -07:00
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
6a15586a74 Replaces toy waterflower with spraybottle waterflower (#6997) 2020-04-20 00:24:53 -07:00
Heroman3003
a78e3c92e0 Adds pineapple pizzabox (#6682) 2020-02-13 14:10:53 -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
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
Woodratt
ee162e9e3d June Map Adjustments (#6209)
- Turrets and respective controls added to each teleporter room
- Air tank on shuttles switched out with an air canister
- Fix for Dock 2 Transfer Shuttle airlock buttons not working
- Intercoms added to arrivals shuttle
- Fix Bridge Secretary Quarters tint
- Roundstart Tcomms SMES starts fully charged.
- Landmarks for Bluespacerift added
- Large Air tanks on station have the same amount in them as air canisters
- Expanded atmospheric tanks to be 2 by 3 instead of 2 by 2
- Wilderness Shelter Area added
- Wilderness Shuttle landing point shelter updated
- Wilderness Shuttle landing sides should no longer shiskabob shuttles
-Teleporter room hand tele can now spawn in one of 4 places
- Halved the warm up time when the autopilot on the shuttles start at round start from ten minutes to five and nine respectively. Should mean the first shuttle will be taking from the outpost when the second shuttle leaves the station
- Amount of phoron in the outposts reduced
- Current transit time 75 seconds with pilot, 150 seconds without. Reduced to 60 and 120 respectively.
- Reduction of the amount of steel and glass in engineering by half
- Reduction of the amount of steel and glass in EVA by half
- Ground Xenobio and Xenoflora torn down partially
- Elevator can be accessed at centcomm
2019-06-18 10:33:27 -07:00
Mechoid
4b534ee844 Fixes random item spawners not self-deleting after they spawn post-roundstart. 2019-06-14 12:47:13 -07:00
Mechoid
d7e24eac80 Fixes some Precursotech oversights. 2019-05-28 12:33:44 -07:00
PrismaticGynoid
bb10746992 Finish butcher shack 2019-04-03 16:09:18 -07:00
PrismaticGynoid
54881b65e3 Butcher Shack
Adds a butcher shack PoI to the wilderness.
2019-03-24 13:54:16 -07:00
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
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
Neerti
68d3406898 Merge pull request #5773 from Neerti/identification_system
Adds Identification System, New Autoinjectors
2018-12-14 21:06:06 -06:00
kevinz000
c2c688c4c8 caps 2018-12-06 18:34:37 -08:00
Neerti
244c3007c5 Ports tits from vorestation. 2018-10-23 15:55:14 -04:00
Neerti
f4b7c21f03 Cats. 2018-10-22 01:23:38 -04:00
Neerti
56a65ee2bb Fixes old mecha mob path, goats werent animals for some reason. 2018-10-21 23:13:09 -04:00
Neerti
88398773b8 Master to ai electric boogaloo (#5682)
* Ports the supermatter grenade, supporting code

* May or may not make movement seem smoother

* Fixes the Sleepy Ring

* Partially ports the GLOB system

* Fixes the bug(s) that allow meat bodies to have metal brains

* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here

* Optimizes supply UI

* Transfer shuttle grammar fixes

* Fixes borked E and W fish sprites

* Fixes incorrect ETA in crew transfer announcement

* Ports descriptors from Bay

* 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.

* 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.

* 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 map and makes everything compile.
2018-10-20 14:05:50 -07:00
Neerti
f98e9bf96c Updates AI branch to Master (#5591)
* Fixes 6 pAI faces

PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.

* Fixes the PDA Halogen Scanner's tendency to be number one.

* Unfolded pAIs can be picked up

Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.

* Adds the Gigaphone, a suped-up Megaphone.

* Constant Chip has a sprite

* Fireaxe cabinets find their fireaxes in initialize(), rather than new()

* Speeds up alcohol

* fixed mining cloak not being in loadouts

* Admin Supermatter Setup now closes the monitoring room shutters (#5442)

* Admin Supermatter Setup now closes the monitoring room shutters

* Fixes a copy-paste error

* Begins work on lightning.

* Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448)

* Map fix

* fixed deadspy.dmm

* Added Squid plushies of varying colours

I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi

* Added hat functionality to Squid plushies

I added the ability to wear my Squid plushies as hats. They're damn good hats.

* Replaces Skrell namegen (#5453)

Created a first name list for Skrell, to replace the syllable assembler.

Created a surname list for Skrell to replace the syllable assembler.

Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.

* Mechoid makes mistakes. Fix telepathic gigaphones.

* Lets people be colorblind

Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.

* Whoops, worded that wrong

* Adds beams to the Type var list for View Variables.

* Unfuck my Master

* Adds beams to the Type var selection in View Variables.

* Finishes thunderstorms.

* Adds logging.

* APC Sprite Change

- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs

* Refactors supply controller.
Supply consoles now run nanoUI

* Missing '

* [Excitedly updates changelog]

* btw i use arc

* Removes supermatters from cave PoIs.

* Holomap Port

- Port of Holomaps from Virgo

* Changing species (via ling or admin button) should no longer ruin your HUD

* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format

* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)

* Hopefully fixes some tool-conversion things

* Makes the Northern Star still compile

* Keeps NS up to date

* Taj and Unathi should have explorer mask sprites now

* Corgi rune now summons the corgi in a flash of harmless lightning

* Forces mech construction to work with the is_tool() procs

* Various things and floors no longer associate with dirt

* MultiZ falling tweaks

* Fixes the clusterbang grenade

* Added new hairstyles

* Added new hairstyles

* Fixes spelling of Strike in Lightning Strike admin verb

* I don't know how we keep breaking falling

* Hallucinations now use the old system again, but with the more modern components.

* Ambience Refactor (#5476)

* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg

* Apparently that file is still used, not worth the salt to remove it.

* Changelog

* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown

* Corrects noted issues

* Add some missing sprites for xenoarch excavation.

* Become thwarted, thot.

* Fixes the Ultra AC2's burstfire bug.

* The Major Bill's shuttle is actually contagious now.

* penguins are from earth

capitalize this, anewbe, i dare you

* Mechoid's a butt

* Adds new job/department specific teshari clothing to the loadout (#5481)

* adding the new department specific teshari outfits

* Slightly cleans up hooded suit code (#5471)

* FBPs can have brute damage repaired externally again

* Windoors fix

* Cleans up some largecrate code

* Weather refactor.

* NanoUI makes me sad.

* Drinking more booze gets you drunk faster

* Ports the supermatter grenade, supporting code

* May or may not make movement seem smoother

* Fixes the Sleepy Ring

* Partially ports the GLOB system

* Fixes the bug(s) that allow meat bodies to have metal brains

* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here

* Optimizes supply UI

* Transfer shuttle grammar fixes

* Fixes borked E and W fish sprites

* Fixes incorrect ETA in crew transfer announcement

* Ports descriptors from Bay

* 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

* Update combat.dm

* Boot knives fit in boots

* Adds tails to Unathi rigsuits (again)

* PoI fix

* Fixes some more errors, makes it compile, fixes inability for simplemobs to attack windows.
2018-09-22 17:24:00 -05:00
Anewbe
0c0246e3fa Still more simple_mob conversions (#5523)
* Fixes 6 pAI faces

PAIs are no longer coded to only recognize 9 emotions. This enables the use of the neutral, silly, nose, smirk, exclamation points, and question mark faces as a pAI. Before, those buttons did nothing.

* Fixes the PDA Halogen Scanner's tendency to be number one.

* Unfolded pAIs can be picked up

Because who doesn't want a robotic cat on their head? Adds in the missing code to allow pAIs to actually be picked up, and held sprites for the newer 4 chassis options.

* Adds the Gigaphone, a suped-up Megaphone.

* Constant Chip has a sprite

* Fireaxe cabinets find their fireaxes in initialize(), rather than new()

* Speeds up alcohol

* fixed mining cloak not being in loadouts

* Admin Supermatter Setup now closes the monitoring room shutters (#5442)

* Admin Supermatter Setup now closes the monitoring room shutters

* Fixes a copy-paste error

* Begins work on lightning.

* Fixes #5447 (Deadspy submap not overwriting mapgen) (#5448)

* Map fix

* fixed deadspy.dmm

* Added Squid plushies of varying colours

I added a few Squid plushies in different colours, changing the files code/game/objects/items/toys.dm
and obj/toy.dmi

* Added hat functionality to Squid plushies

I added the ability to wear my Squid plushies as hats. They're damn good hats.

* Replaces Skrell namegen (#5453)

Created a first name list for Skrell, to replace the syllable assembler.

Created a surname list for Skrell to replace the syllable assembler.

Replaced the Skrell namegen with pre-written namelists, instead of the old syllable assembler.

* Mechoid makes mistakes. Fix telepathic gigaphones.

* Lets people be colorblind

Adds four types of colorblindness to the traits in the setup menu - protanopia, deuteranopia, tritanopia, and monochromacy. Previously, there were ones defined in the code, but not actually usable to players.

* Whoops, worded that wrong

* Adds beams to the Type var list for View Variables.

* Unfuck my Master

* Adds beams to the Type var selection in View Variables.

* Finishes thunderstorms.

* Adds logging.

* APC Sprite Change

- Port from Virgo recolored slightly to match closer to the old sprite
- Addition of directional sprites for the APCs

* Refactors supply controller.
Supply consoles now run nanoUI

* Missing '

* [Excitedly updates changelog]

* btw i use arc

* Removes supermatters from cave PoIs.

* Holomap Port

- Port of Holomaps from Virgo

* Changing species (via ling or admin button) should no longer ruin your HUD

* Converts most istype(thing,tool) procs into an appropriate thing.is_tool() format

* Removes empty file, gives the QM a control console again (Was replaced with an ordering console)

* Hopefully fixes some tool-conversion things

* Makes the Northern Star still compile

* Keeps NS up to date

* Taj and Unathi should have explorer mask sprites now

* Corgi rune now summons the corgi in a flash of harmless lightning

* Forces mech construction to work with the is_tool() procs

* Various things and floors no longer associate with dirt

* MultiZ falling tweaks

* Fixes the clusterbang grenade

* Added new hairstyles

* Added new hairstyles

* Fixes spelling of Strike in Lightning Strike admin verb

* I don't know how we keep breaking falling

* Hallucinations now use the old system again, but with the more modern components.

* Ambience Refactor (#5476)

* Refactors how ambience is assigned, removes bad ambience, ports good ambience from tg

* Apparently that file is still used, not worth the salt to remove it.

* Changelog

* The speed-related chem effects are no longer a one-or-none affair, oxy causes slowdown

* Corrects noted issues

* Add some missing sprites for xenoarch excavation.

* Become thwarted, thot.

* Fixes the Ultra AC2's burstfire bug.

* The Major Bill's shuttle is actually contagious now.

* penguins are from earth

capitalize this, anewbe, i dare you

* Mechoid's a butt

* Adds new job/department specific teshari clothing to the loadout (#5481)

* adding the new department specific teshari outfits

* Slightly cleans up hooded suit code (#5471)

* FBPs can have brute damage repaired externally again

* Windoors fix

* Cleans up some largecrate code

* Weather refactor.

* NanoUI makes me sad.

* Drinking more booze gets you drunk faster

* Ports the supermatter grenade, supporting code

* May or may not make movement seem smoother

* Fixes the Sleepy Ring

* Partially ports the GLOB system

* Fixes the bug(s) that allow meat bodies to have metal brains

* ports VOREStation/VOREStation#4165 - i forgot to check if advanced who was a thing here

* Optimizes supply UI

* Transfer shuttle grammar fixes

* Fixes borked E and W fish sprites

* Fixes incorrect ETA in crew transfer announcement

* 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

* Converts more simple_animal mobs to simple_mob

* Submap correction
2018-08-28 11:25:33 -07:00
Anewbe
6a40982a48 Converts a number of simple_animals into their simple_mob variants (#5510)
* 125 commits merged from master

* Converts a number of simple_animal mobs to the new format

* Grammar fixes
2018-08-21 18:38:18 -07:00
Woodratt
c32bcf785a PoI Stage 0.5
Doing this in smaller bits

- New random sif mob selector, peaceful animals
- Drone lootpile (basic placeholder loot right now until we figure out how to give them proper drone loot)
- New random spider mob selector, nurse spider and nurse hat spider (hat spider has 10 more health points and is a rare chance to spawn, woo)
- New spacesuit random spawn, medical space suits
- New Random Shotgun spawn
- New random gun spawns
- Fixed icon for random medicine spawn
- Fixed broken icon for 44 magazines
- Fixed Ice Cave dungeon walls being called 'steel'
- Added new Crystal type, to avoid the SM style crystal from spawning in crystal PoIs
2018-04-25 22:11:30 -07:00
Woodratt
fe28a50574 Changes to objects random
- Fixed the icon_state for 'structure/plushie/carp' and the random first aid kit spawner
- Added a random chance tool spawn for power tools (most of the time it should still just be regular tools)
- Adjusted the spawn rate of medkits, combat medkits should be more rare
- Cash split into its own loot item
- Plushies split into large and small plushies
- All the extra plushie spawns added to the random plushie spawn
- Eightball and conch shell added to toy spawns
- Added spawn points for the large plushies, cash, and the power tools
2018-03-23 23:03:15 -07:00
Anewbe
d172881b76 Splits up random.dm 2018-03-06 19:51:20 -06:00
Mechoid
1c94c32830 Mob Spawners can now override certain vars. (#5005)
* Random Mob Spawners can now overwrite certain vars on the mobs they spawn.

* Spiders return home.

* Faction Streamline
2018-03-05 19:45:11 -06:00
Anewbe
c13c1c6ad0 Adjusts PoIs (#4954)
* Adjusts PoIs
2018-03-01 11:57:18 -08:00
Mechoid
5dc7189cf7 Various Loot Pile and Dungeon objects Stage Uno (#4975)
* Loot Piles

* Mecha Loot Piles, Random Tool Spawners

* Fix Random Spawners, don't use Fiftyspawners
Fix Fiftyspawners
2018-02-28 11:18:44 -06:00
Mechoid
7751742d24 Adds a few random mob spawners. 2018-02-21 18:09:01 -08:00
Woodratt
dad162659a New Cave PoIs
- Addition of 6 new potential PoIs for the cave z-level.
2018-02-20 00:59:30 -08:00
Anewbe
329a65be08 Merge pull request #4838 from VOREStation/pol-emerboxes
Port Bay's survival boxes
2018-02-17 10:05:39 -06:00
Arokha Sieyes
f4d0ec3fb8 Port Bay's survival boxes
Includes some tweaks to items that usually come in the boxes to make them more similar to the Bay implementation.
2018-02-16 19:21:15 -06:00