Commit Graph

588 Commits

Author SHA1 Message Date
johnsonmt88@gmail.com
96d0747827 Updated the changelog to help make server hosts aware that they may have to redo their hub variables to have their server show up on the hub. The last commit will most likely reset those variables on them.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4660 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 22:36:24 +00:00
elly1989@rocketmail.com
278aacd80a Changelings absorbed by other changelings can no longer rejuvenate back to life. This means changelings can no longer absorb eachother and rejuvenate to share genomes and absorbedcounts.
Fixed the transform to initial appearance adminverb.  I'm assuming it got broken when DNA was changed.

Made the cloaked-xeno sprite slightly more visible.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4656 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-08 08:16:37 +00:00
Cael_Aislinn
bfdf486a1e updated changelog, committing dme as well just in case
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-08 15:36:35 +10:00
giacomand@gmail.com
75cf50fa17 -Reverted the maintenance cameras.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4645 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 16:49:34 +00:00
giacomand@gmail.com
f39dd65748 -Added maintenance cameras. These are cameras which are located in maintenance, not only that but they have a 66% chance of not spawning. Leading to random blind spots in maintenance.
-Fixed large grenades, removed the reliability prob().

-Added maintenance cameras on the map.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4642 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-07 09:33:10 +00:00
giacomand@gmail.com
ecd2bcec56 -Holograms are range based again.
-Instead of the singularity using range to look for rad_collectors around it, it will now look through the list and check the distance between every rad_collector, if it's less than 15 tiles in range then it'll give it power.
-Fixed naming your revolver.
-

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4638 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 21:24:33 +00:00
d_h2005@yahoo.com
0619a8f5de -Changes flour from an item to a container-held reagent. All recipes have been updated to use 5 units of reagent flour for every item required previously.
This has a few advantages: The 16(!) sacks of flour previously in the kitchen cabinet have been condensed to an equivalent 3 sacks. Beer is now brewable with universal enzyme, and converting lots of wheat into flour should be less tedious. Also, flour grenades, etc.
Because of this, flour is now obtained from the all-in-one blender rather than the processor, and spaghetti noodles are made with 5 units of flour in the microwave.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4637 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 15:55:44 +00:00
Cael_Aislinn
f3346e75db update changelog.html
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-06 13:16:27 +10:00
Cael_Aislinn
56f5cb9e4e Merge tgstation r4633 into bs12_with_tgport
Conflicts:
	code/defines/obj/costume.dm
	code/game/gamemodes/cult/runes.dm
	code/game/machinery/computer/communications.dm
	code/game/machinery/telecomms/broadcaster.dm
	code/game/objects/structures/crates_lockers/closets/fitness.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/living/simple_animal/parrot.dm
	code/modules/power/power.dm
	code/modules/power/switch.dm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-06 13:13:57 +10:00
giacomand@gmail.com
db2d703f72 -Holograms can move around again. I'm also experimenting with them being area based, meaning they can move around an area freely and lose their hologram when they leave the area. I've made it a const option, so change HOLOPAD_MODE to 0 to return it to the old system, which will destroy the hologram when it is out of range of the holopad.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4633 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-06 02:33:30 +00:00
giacomand@gmail.com
6da47a1db7 -Updated changelog, mentioned removing bot cameras in my previous commit.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4626 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-05 20:52:18 +00:00
Cael_Aislinn
c4bd191222 Merge remote-tracking branch 'remotes/git-svn' into bs12_with_tgport (r4618)
Conflicts:
	baystation12.dme
	code/controllers/master_controller.dm
	code/defines/obj.dm
	code/game/gamemodes/events.dm
	code/game/machinery/newscaster.dm
	code/game/objects/items/blueprints.dm
	code/game/objects/items/stacks/sheets/sheet_types.dm
	code/game/objects/items/stacks/stack.dm
	code/game/objects/structures/stool_bed_chair_nest/bed.dm
	code/game/turfs/turf.dm
	code/modules/awaymissions/zlevel.dm
	code/modules/maps/fromdmp.dm
	code/modules/mob/living/silicon/ai/freelook/eye.dm
	code/modules/mob/living/silicon/ai/freelook/update_triggers.dm
	code/modules/mob/living/silicon/silicon.dm
	code/modules/mob/living/simple_animal/life.dm
	code/modules/mob/mob_movement.dm
	code/setup.dm
	icons/mob/uniform.dmi
	icons/obj/closet.dmi
	icons/obj/clothing/uniforms.dmi
	maps/RandomZLevels/assistantChamber.dmm
	maps/RandomZLevels/fileList.txt
	maps/tgstation.2.0.9.dmm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-09-04 22:19:03 +10:00
giacomand@gmail.com
754bcf6e72 -Tweaked space travelling between Z levels to be more random. When travelling between Z levels, your X or Y axis is changed to be on the other side of the map. I made it so that the axis that didn't change will be random. This will eventually stop items and mobs being stuck in an infinite loop, as the only choice to get out of it was to pray or admin help or just to give up and ghost.
-Players can now tell if an camera alarm has gone off by looking at the wire interface.
-Changed a chair in the Cyborg Station, it's now an office chair.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4615 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 15:55:06 +00:00
giacomand@gmail.com
f1d3bdb8e7 -Tweaked cameras based on feedback!
It takes no time to open camera panels now.
There's no chance that pulsing a wire will set the alarm off.
Properly killed the camera from processing, if it isn't a motion camera.
Added some extra feedback to welding.
EMPing cameras will set their alarms off, if it passes the first prob check.

Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4613 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-03 13:46:48 +00:00
polyxenitopalidou@gmail.com
b5c57165ac •Newscaster overhaul, something I wanted to do since I made them.
•Centralised network, eliminated needless loops and worked out a better way than process(), since newscasters are a lot.
•Added Access News Network adminverb, which gives absolute freedom over the network. Check the Fun tab.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4595 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 11:00:59 +00:00
giacomand@gmail.com
760a57c44d -Increased the range of the EMP grenade to 10/20.
-Added two more grenades inside the EMP kit.

-Made reagents, which react to turf, require a certain number of volume before affecting the turf. For instance, you need 5 units of Thermite on a wall now.

-Added an EMP pulse recipe. It will react immediately on the mixing of the required reagents, which are Uranium and Iron. A grenade with 50 units of Uranium and Iron will act the same as an ordinary EMP grenade, with 10/20 range. Less or more reagents will change the range.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4588 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-30 13:52:26 +00:00
johnsonmt88@gmail.com
74fcce34d9 Map and Animal fixes!
Simple_animal fixes:
- Mice now properly get added to the mob list.
- Simple animals no longer use emotes if they have a client attached.
- Bears no longer run their AI stuff if they have a client attached.

This means that admins can now use the 'Animalize' button to turn players into mice and bears!

Map fixes:
- That window near arrival shuttle is back where it is supposed to be.
- Nuke op shuttle has red floors again.
- Holodeck's beach program once again has a beach.
- The beach once again is a beach.
- Re-added plating in the centcomm control room (where A.L.I.C.E. is.)

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 22:59:53 +00:00
giacomand@gmail.com
a84ccb93ff -Fixed an issue where you couldn't send messages to people inside lockers.
-AI has to double click to move by turf.
-If more than a certain number of alarms are triggered, the AI and Cyborg will instead receive a message saying how many alarms have been triggered and of which type, they will then get a link to the "view alarms" proc. This also counts for cleared alarms.
-Fixed an issue with creating turfs and it not showing up on the camera.
-Modified the "Communication Blackout" event. It will now notify the AI that comms are down, if it is var/silent. Increased the EMP duration for telecomm machines.
-Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4572 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-28 08:13:00 +00:00
johnsonmt88@gmail.com
4406c057c9 Admins now have an 'Animalize' button on mob player panels. This allows an admin to turn a mob into any simple_animal they wish.
Unfortunately I had to disallow certain animal types until they can be fixed.

- Mice: I know, it sucks. Mice were the reason I started making this button to begin with, and it's something that both players and admins are requesting. The problem is that when a mob is turned into a mouse, for some reason it becomes impossible to pull up their player panel. If that gets fixed, I'll allow this button to turn players into mice.

- Space Bears: The bear's AI does not seem to turn off when it is player controlled. Basically the bear will automatically maul nearby players to death and spam emotes regardless of the player's actions or inaction.

- Parrots: They are unfinished. They have no sprite, no movement and are completely untested. They were one of Poly's creations that never ended up getting finished. I like the idea of parrots though, someone should work on them!

- Space Worms: Another unfinished project. Currently they drop new space worms when the player moves and you can end up eating your own tail. Eating your tail drops a new space worm and regenerates your tail. I only spent about 15 seconds as a space worm, so there are probably more issues.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4557 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-27 02:51:07 +00:00
johnsonmt88@gmail.com
5eb6bd3b68 Runtime fixes:
runtime error: list index out of bounds
proc name: attack (/obj/item/weapon/gun/projectile/russian/attack)

runtime error: Cannot read null.loc
proc name: Topic (/mob/living/silicon/pai/Topic)

I've also added Pewter to the list of spriters.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4553 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 16:16:07 +00:00
johnsonmt88@gmail.com
b9d0ec96b1 Woops, meant to do this last commit... Merged Trubble's changelog message in with Carn and Giacom's as they're on the same date.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4551 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-26 05:31:25 +00:00
giacomand@gmail.com
95f05fbaea -Changed choking.
You have to stand still while lethally choking someone. It takes time to get into that lethal choke. When you are lethaling choking someone, they are still concious until the lack of oxygen knocks them out.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4542 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 21:01:39 +00:00
trubblebass@gmail.com
604bdcfbc9 - Nerfs the Neurotoxin drink, in it's former state it was better than a stunbaton.
It's now very slightly better than a Beepsky Smash.
- Amasec nerfed slightly because of how easy it is to make.
- Modified various descriptions, some were duplicates, others were inaccurate/just plain terrible.
- Updated the Changelog with my changes and added finally added myself to the coder list.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4540 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 18:36:13 +00:00
elly1989@rocketmail.com
6e274cd395 New lighting, it's essentially just the old DAL system with a queue.
Comments for lighting:
	Like sd_DAL (what we used to use), it changes the shading overlays of areas by splitting each type of area into sub-areas
	by using the var/tag variable and moving turfs into the contents list of the correct sub-area.

	Unlike sd_DAL however it uses a queueing system. Everytime we  call a change to opacity or luminosity
	(through SetOpacity() or SetLuminosity()) we are  simply updating variables and scheduling certain lights/turfs for an
	update. Actual updates are handled periodically by the lighting_controller. This carries additional overheads, however it
	means that each thing is changed only once per lighting_controller.processing_interval ticks. Allowing for greater control
	over how much priority we'd like lighting updates to have. It also makes it possible for us to simply delay updates by
	setting lighting_controller.processing = 0 at say, the start of a large explosion, waiting for it to finish, and then
	turning it back on with lighting_controller.processing = 1.

	Unlike our old system there is a hardcoded maximum luminosity. This is to discourage coders using large luminosity values
	for dynamic lighting, as the cost of lighting grows rapidly at large luminosity levels (especially when changing opacity
	at runtime)

	Also, in order for the queueing system to work, each light remembers the effect it casts on each turf. This is going to
	have larger memory requirements than our previous system but hopefully it's worth the hassle for the greater control we
	gain. Besides, there are far far worse uses of needless lists in the game, it'd be worth pruning some of them to offset
	costs.

	Known Issues/TODO:
		admin-spawned turfs will have broken lumcounts. Not willing to fix it at this moment
		mob luminosity will be lower than expected when one of multiple light sources is dropped after exceeding the maximum luminosity
		Shuttles still do not have support for dynamic lighting (I hope to fix this at some point)
		No directional lighting support. Fairly easy to add this and the code is ready.
		When opening airlocks etc, lighting does not always update to account for the change in opacity.

Explosions now cause lighting to cease processing temporarily.

Moved controller datums to the code/controllers directory. I plan on standardising them.
"Master","Ticker","Lighting","Air","Jobs","Sun","Radio","Supply Shuttle","Emergency Shuttle","Configuration","pAI" controller datums can be accessed via the debug controller verb (used to be the debug master controller verb)
Supply shuttle now uses a controller datum. Shuttles tend to arrive up to 30 seconds late, this is not a bug.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4537 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 16:06:57 +00:00
giacomand@gmail.com
683662f3b6 -Ported/continued AI Freelook. AIs can now look around like a ghost with the exception that they cannot see what cameras cannot see. Meaning if you're in maintenance, and there's no cameras near you, the AI will not know what you are doing. This also means there's no X-Ray vision cameras anymore. I've added documentation to freelook.dm which explains how the system works, if anyone is interested in adding anything. More information here: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=9675
-I've added some cameras to rooms that should have cameras but were previously depending on other camera's using their X-Ray vision in order to see into a room.

-AIs have a multitool in their contents that they can use to interact with the telecommunication machines.

-Added "Follow" for observers. Works the same as AI tracking without checking if they can track.

-Added a range to how far Cyborgs can interact with machines. This is to stop Cyborgs from interacting with machines through cameras, which could be used to easily disable the AI.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4531 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-25 05:34:33 +00:00
sieve32@gmail.com
b64d5c71e9 -Including the .dm that I forgot from r4525
-Changed the air assimilation for ReplaceWithFloor() and ReplaceWithPlating() so that it doesn't count non-floors/non-space turfs against the average.
-Commented them as well
Fixes Issue 851
-Standardized AIbots a bit, primarily with vars, attackby(), emag() and such (Mostly excludes M.U.L.E.'s though)
-AIbots now have a maintenece panel on them, which can be opened after unlocking the access panel by using a screwdriver
-The bots are now repaired by opening the maint panel and using a welder
-Emagging the access panel will unlock it permanatly, and emagging it with the maint panel open will trigger the emag behavior
-Floorbots will actually pull up tiles when emagged, 90% to just pull up the plating (And add it to the tile stock), and 10% to replace the floor with lattice
-When destroyed, floorbots will actually drop all the tiles they have stored, not just 1

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4528 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-24 23:16:34 +00:00
johnsonmt88@gmail.com
4b2326388c In-hand items should now properly update when equipping items.
The singularity can no longer stunlock dead or unconscious people.

tgstation.dme updated since one of the files were removed

Changelog updated to put the 'have a bug to report?' bit to a spot just above where coders put their changes.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4521 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-23 04:13:37 +00:00
Cael_Aislinn
66ef336259 modified changelog.html
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-22 22:36:11 +10:00
Cael_Aislinn
418c140e00 Merge branch 'tg' into bs12_with_tgport
Conflicts:
	code/defines/mob/living/carbon/monkey.dm
	code/setup.dm

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-22 18:39:44 +10:00
johnsonmt88@gmail.com
38d09c8c19 Revolution game mode fixes:
Station-heads who are monkied now count as 'dead' for round completion.
- This previously applied to revheads but not station heads.

Changed get_all/living_heads to pull from the mob list instead of the player list.
- It was causing players to get skipped by the check-antag verb admins have if they were disconnected.

Runtime fix by Erro for:
runtime error: Cannot execute null.show inv().
proc name: done (/obj/effect/equip_e/human/done)
  source file: inventory.dm,562
  usr: Nodrak Davis (/mob/living/carbon/human)
  src: the human (/obj/effect/equip_e/human)
  call stack:
the human (/obj/effect/equip_e/human): done()
the human (/obj/effect/equip_e/human): process()

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4509 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-22 01:40:48 +00:00
baloh.matevz
df9e07d9fd - Fixes issue 689. Power alerts are now only relayed to computers, AIs and cyborgs located on the z-level, which contains the APC or whatever that triggered the alert.
- Added the body temperature changes to the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4432 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 04:54:19 +00:00
Cael_Aislinn
be9623620b modified changelog
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-16 00:01:25 +10:00
sieve32@gmail.com
12c2b6cf39 -DNA modifiers have some options available when there is no occupant, mainly so you can mess with the buffer and make injectors.
-Pepper spray fits on sec belts again
-Ion rifle emp_act() was changed so that it is only effected by severity 1, meaning that it won't be EMPed by its own shot any more (Unless someone is able to shoot himself with it)
-The HONK mech panel was updated to be current with the main one, though if someone here is an html wizard they could *probably* do away with having a seperate menu to handle the extra stuff
Fixes Issue 772
Fixes Issue 713
Fixes Issue 781

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4410 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-14 22:50:09 +00:00
sieve32@gmail.com
e4863fe551 -Cultists can sacrifice Cyborgs, AIs, MMIs, and brains now (So their sacrifice objective doesn't become unwinnable)
Fixes Issue 229
-Removed the shitty almost-throwing after_attack() for grenades and replaced it with something sane. Now (Like before) when you activate a grenade, it turns throw mode on.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4375 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-11 22:39:18 +00:00
sieve32@gmail.com
2c584804f1 -Fully implemented turrets firing at simple_animals (It was only 1/4 of the way done). Porta-turrets also have to set to neutralize non-human lifeforms in order to shoot at simple_animals.
Fixes Issue 736

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4336 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-07 18:07:07 +00:00
cib
ddfdd47365 Updated changelog. 2012-08-06 15:20:30 -07:00
ericgfwong@hotmail.com
a2ee0a24c3 Fixed Issue 504
-Door controls now check if the bolt wire is cut and if the door is powered

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4326 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-06 17:09:29 +00:00
ericgfwong@hotmail.com
853433e610 -Fixed exterior virology access button not working
-Increased brightness of light bulbs to 4 (up from 3). This is so I wouldn't have to spam a whole bunch of light bulbs in darker areas to get the same mood it had before the darkness update. And since I don't need them any more, I've removed a bunch of light bulbs I added in in an earlier commit.
-Added a maint door to the Janitor's closet
-Map changes to library and medbay. Thanks, Dingus!
-Updated changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4324 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-06 06:48:39 +00:00
ericgfwong@hotmail.com
e5a2674e3a -Added Armor run to admin tomes
-Resolved Issue 720. Message should now properly tell you who got cult armor
-Resolved Issue 642. Bad indentation caused girders to disappear if you move away while building them.
-Commented out admin messages when monkeys used non-monkey SEs
-Atmos techs given Construction Area access
-Remapped the south end of Med-Sci
--Misc. Research Lab added to science
--Virology moved to be made more isolated
-Updated Changelog

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4312 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-04 07:37:22 +00:00
FireFishie
19dfb0b1bf Changelog update to explain my commits 2012-08-03 23:28:35 -04:00
Cael_Aislinn
08f47799e1 ghosts/observers can possess mice at will 2012-08-04 03:57:16 +10:00
sieve32@gmail.com
2098bc0173 -Fixed floor tile inhands
-Made inhands for hardsuit helmets
-Due to feedback, the Nuke Op pinpointer will change modes on its own when the nuke is armed/disarmed. (As such, the toggle verb was removed) This should also help with the issue of both modes trying to run at the same time.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4290 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 19:33:24 +00:00
ericgfwong@hotmail.com
eed3885255 -Removed some more cameras on mining
-Shuffled some cameras around in the security office so the firing range can easily be an AI blind spot
-Added a couple of lights to the AI areas so you can at least see the turrets shooting at you
-Updated changelog with my recent changes as well as erro's

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4286 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 17:28:23 +00:00
Cael_Aislinn
1f0d8d7db0 modified the changelog, and made roaches die on bump()
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2012-08-02 21:56:26 +10:00
sieve32@gmail.com
2252db76f6 -Borgs can now have 1 key installed into their radio, and can handle channels just like any other headset
-As a result, they also have a button that toggles their headset between station-bounced and subspace transmission. While they are transmitting over subspace, they will be using TComms and have access to department channels. While transmitting over the station-bounced system, they cannot access department channels. Simple
-Changed binary chat for silicon mobs to be ':b' for both consistency and to make the security channel useable for borgs.
-To insert/remove keys, you need to have the cover open and the cell in place, use a key to insert and use a screwdriver to remove keys (Having the cell out will expose the wires when a screwdriver is used)
-Cleaned up mech_fabricator.dm a bit


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4277 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-02 03:02:43 +00:00
giacomand@gmail.com
cf266fca97 I've made some adjustments to the Fireball spell. I've changed it to shoot in the player's facing direction instead of you having to pick a name from a list. It will explode upon contact of a person, if it hits an obstacle or if it shoots for too long. To make up for the fireball not being able to go diagonal I've shortened the cooldown to 10 seconds. It still can hurt you badly and knock you down if you shoot it at a wall. Lastly, it now lights up so it'll show up in dark rooms easily.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4265 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 11:29:29 +00:00
elly1989@rocketmail.com
066ec983fe Added byond_version checking to client/New(). If a client's installed byond_version is lower than MIN_CLIENT_VERSION then they will be autokicked.
It is not in effect yet (minimum version is v0 :P). However, <b>everyone must update to at least byond version 494 by the end of the month, or they may find themselves unable to connect</b>.

If anyone has a legitimate reason for why they need to use an older version (linux, language-support etc) please get in touch and we'll work something out.

Why is this even necessary? Encouraging the payerbase to keep up-to-date BYOND clients will allow us to implement newer BYOND features reliably. It also makes sure all clients are behaving similarly.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4263 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-01 09:53:00 +00:00
giacomand@gmail.com
63ea1462ca -Fixed message monitor paper not finding a server.
-Updated changelog.html
-Fixed the new room not having the right broadcaster and receiver.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4247 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-31 10:34:08 +00:00
giacomand@gmail.com
605c234a60 -Added the High Tech Security Airlock's assembly sprites, thanks to WJohnston
-Added the new Mining Borg's jetpack sprite, thanks to WJohnston.
-Sorted the observer list for mobs.
-Updated the changelog.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4233 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-30 11:32:42 +00:00
baloh.matevz
a2d11cf5c7 - Ported some stuff from baystation 12. Mostly sprites.
- Added pajama closets which contain 2 red and 2 blue pj's with 4 pairs of white shoes - for use in medbay and crew quarters. (pj sprites by baystation 12)
- Added the cart, plasma research, engineering and robotics vending machines from baystation 12 - Mostly for the sprites.
- Added science airlocks (sprites by baystation 12), made them work with our door construction / deconstruction mechanic. (those sprites are by me~)
- Added hazard doors, sprites by baystation 12. They're reskinned firedoors.
- Added two more styles of filing cabinets, all sprites from baystation 12.
- Changed the space law book's sprite to the one baystation 12 uses.
- Added a few floor sprites from baystation 12
- Added critter crates, sprites from baystation 12
- Added some surgery sprites from baystation 12
- Added plant sprites from baystation 12

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4229 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-30 06:50:26 +00:00