Commit Graph

472 Commits

Author SHA1 Message Date
Anewbe
d79a983eba Adds the Frost Spider. Starts support for more complicated spiderlings. 2017-09-17 23:43:31 -05:00
Neerti
1bc28c07c0 Port's TG's Maploader 2017-09-08 12:49:26 -04:00
Mechoid
7de08c2420 Fix them Travis errors. 2017-09-03 13:21:05 -07:00
Mechoid
5d390ca67b Brings back the aliens as they were when removed, minus huggers (until we can get a suitable replacement), for admins to use. 2017-09-03 01:46:08 -07:00
Anewbe
ad4b439e96 Merge pull request #3680 from Neerti/8/4/2017_arrivals
Makes Arrivals Shuttle Great
2017-08-14 21:59:18 -04:00
Neerti
9d98406833 Makes Arrivals Shuttle Great
Arrivals shuttle now moves automatically to and from the station.  People still spawn onboard if they join the round with arrivals selected in preferences.
The shuttle is completely automated and will go to the station if someone boards it, and leave if nobody is onboard.
Changes some tape code so it can be mapped in.
Sadly the mapmerger is broken so the map file diff is massive.
2017-08-05 15:18:55 -04:00
Neerti
99eb6f9404 Updates Tools
Adds toolspeed var, which is a multiplier on how 'fast' the tool works.  0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode.  They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/.  CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/.  Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
2017-08-03 04:49:23 -04:00
LorenLuke
b7f5362276 See https://github.com/Baystation12/Baystation12/pull/14404.
(ignore point 13)
2017-07-16 16:03:31 -07:00
Anewbe
99320866b0 Merge pull request #3530 from VOREStation/qdel-hints-gen-4
Qdel Hints Round IV
2017-06-16 16:21:58 -05:00
Leshana
6a0cc39419 Fixes objects using walk_to() not being able to be garbage collected.
* Okay evidently walk_to(A, B) doesn't stop when A reaches B, but keeps running in the background forever until it is manually canceled!  Therefore in order to be garbage collected, we must cancel walking on any object that might have initiated it.
* Fixes this on chemsmoke and spiders.
* The same story applies to walk_towards; fixed for dust, meteors and immovablerod, and also to walk_away; fixed for flashbangs.
* Also fixed chemsmoke actually getting qdeled at the right time.
2017-06-16 13:40:15 -04:00
Leshana
c91dc333cd Some more types which need Destroy to return qdel hints! 2017-06-14 01:13:54 -04:00
Leshana
733f69a474 Remove redundant cleanup of /atom/var/reagents
* /datum/reagents/Destroy() does everything /datum/reagents/delete() does and more, and delete() is called only from /obj/effect/Destroy() which is *itself* redundant with its parent /atom/movable/Destroy()
2017-06-05 22:10:07 -04:00
Leshana
44ff1a70c6 Removes the datum pool, as it is not performant.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
2017-05-04 01:58:33 -04:00
Leshana
45058136e2 Replace opacity = X with set_opacity(X) so that the lighting system can update propertly. 2017-04-11 22:36:48 -04:00
Leshana
249b5a904b Fix step_trigger teleporters to use forceMove()
* They previously just updated your coordinates, skipping all those things which forceMove() was invented for and causing all the same problems that mob.loc = X caused.
2017-04-10 13:02:47 -04:00
Anewbe
8e9db2b7d4 Aprons now have pockets 2017-04-02 00:28:20 -05:00
Yoshax
ba7cad162d Revert "Makes space in the uniforms.dmi file"
This reverts commit 6b0500dd27.
2017-03-27 03:34:12 +01:00
Anewbe
6b0500dd27 Makes space in the uniforms.dmi file 2017-03-26 00:59:14 -05:00
Anewbe
38598f3aae Merge pull request #3118 from Neerti/3/6/2017_surface_map
Continues work on the surface map
2017-03-22 16:33:40 -05:00
Neerti
b571ed9c66 Continues work on the surface map 2017-03-21 16:11:13 -04:00
Anewbe
f796914849 Fixes a thing with jetpacks 2017-03-21 00:27:31 -05:00
Anewbe
05e6ef5ad8 Merge pull request #2988 from Anewbe/boots
Boots are now a subtype of shoes
2017-03-05 14:13:47 -06:00
Neerti
0f781e36a7 Adds Multi-Z Test Map 2017-03-03 09:40:34 -05:00
Anewbe
7417bef794 Boots are now a subtype of shoes 2017-02-05 16:17:41 -06:00
Anewbe
fd1ade9982 Spiders inject fewer spiderlings 2017-01-31 21:57:39 -06:00
Anewbe
510cf17723 Waistcoats are accessories 2016-10-19 22:29:22 -05:00
Spades
9c78d6a2a1 Naming inconsistencies fixed
The short naming of central command has been really inconsistent across
the game's files. This has always annoyed the shit out of me.

CentComm and Centcomm and Centcom are now all CentCom, specifically with
that capitalization. Why one M instead of two M's? Because Comm with two
'M's = Communications. Hence, Telecomms, NOT Telecoms. Telecoms is
incorrect. CentCom was also chosen because CentCom with one M and this
casing is most found throughout the game's files.

Speaking of Telecomms, I corrected one instance in the game where it's
Telecom. Like I said, this is not correct. There was only one
inconsistency.

Likewise, Nanotrasen has been changed to NanoTrasen. Nanotrasen only
appears 20 times, where NanoTrasen appears 62. NanoTrasen is clearly the
preferred, correct naming.
2016-09-13 16:36:43 -04:00
Spades
85fdc6cbaf do_after is more immersive 2016-08-30 13:28:00 -04:00
Spades
a468628569 Shoveling Snow 2016-08-30 00:21:03 -04:00
Yoshax
3f9a5b9b91 no message 2016-06-16 04:34:48 +01:00
Yoshax
7d70f14f95 Makes snowy overlays have directions in the sprites instead of different obj's 2016-06-15 19:06:05 +01:00
Datraen
be4a51eae8 Puts the qdel in initialize. 2016-06-02 14:36:53 -04:00
Datraen
804d69e965 Gives sparks a chance to qdel. 2016-06-02 14:31:20 -04:00
Yoshax
f75d509e7f Ports event system from Bay 2016-06-01 22:05:04 +01:00
Datraen
2c95126a00 Merge pull request #1765 from Yoshax/cocainecocaine
Fixes snow and adjusts a definition
2016-06-01 15:57:15 -04:00
Yoshax
d32a708ec7 Fixes snowy overlays layering 2016-06-01 16:01:36 +01:00
Arokha Sieyes
34d323e57f The Terminator Update
This updates synthetic limbs to make more sense. It tweaks what you can 'see' when examining people. If someone has a robotic leg but is wearing pants, how would you know that? If someone has a burn on their arm, but their jumpsuit sleeves down, how would you know that? If someone has a replacement Vey-Med arm, how would you know it's robotic? It also treats examining FBPs more 'realistically'. If they are covered except for their head, it doesn't matter if their whole body is Bishop robotic. If their head is Vey-Med and that's all you can see, they just look human to you.

So FBP manufacturers can have a 'lifelike' var set. Vey-Med has this. This makes the limbs not show obviously non-organic damage (dents) until they are more damaged and start showing wires/metal. Attempts to treat these limbs with medical stuff results in a different message. Manufacturers can also set individual blood colors. Vey-Med blood is now white, ala Bishop from Aliens.

isSynthetic proc = Is the mob actually synthetic, as in, mechanically for breathing/tox purposes?
looksSynthetic proc = Does the mob display outward signs of being synthetic? Based on head and torso and what's revealed.

Other fixes:
You can no longer attach limbs to non-existent parents. You can't give somone a foot on a leg that doesn't exist.
You can't attach fleshy limbs to robotic ones. BODIES DO NOT WORK THAT WAY.
'Synthetic' var on humans points to manufacturer if you need to grab it quickly. isSynthetic returns this as well.
Robolimb count (and thus overheating speed) updates whenever your limbs change.
Lifelike FBPs do not show a 'system offline glyph'.
isSynthetic and looksSynthetic moved to human_helpers becasue they were defined on human in mob_helpers
Nanopaste correctly repairs limbs using the new procs (both burn and brute, making it an expensive welder+wire)
2016-05-29 02:37:13 -04:00
Yoshax
af4b67d418 Fixes invisible gibs 2016-05-28 18:20:59 +01:00
Yoshax
f778f29b9d Finishes snowy stuff, adds overlays etc 2016-05-28 01:45:03 +01:00
Asanadas
b90e8c68c6 Deepest lore. Change a poster description to match policy. 2016-05-26 18:39:46 +01:00
Anewbe
0221b9bb9d Changes some fluffy bits to be more accurate 2016-05-21 18:00:54 -05:00
Datraen
2a6e86f4fc Merge pull request #1578 from SinTwo/clothes
Skirt addition and loadout refactor
2016-05-19 09:00:41 -04:00
HarpyEagle
8079b34a27 Updates flashbangs and flash/flare rounds to take advantage of new lighting.
Main improvement is somewhat brighter flashes, coloured flares.
2016-05-12 16:21:39 +01:00
SinTwo
8f5dd213ed Merge branch 'master' of https://github.com/PolarisSS13/Polaris into clothes
Conflicts:
	icons/mob/uniform.dmi
	icons/obj/clothing/uniforms.dmi
2016-05-06 18:31:07 -04:00
SinTwo
5e4ca22080 Adds skirts by JakkSergal, cleans up skirts, simplify skirts on loadout. 2016-05-06 18:17:19 -04:00
Yoshax
47508187cc Makes smoke grenades last longer and adjusts checks
- Changes boxes of smokes from 5 to 7 grenades
- Changes mapped in single smoke grenades to boxes
2016-05-06 17:25:28 +01:00
Yoshax
6072ad758a Removes a bunch of old, unused code 2016-05-02 14:13:50 +01:00
Yoshax
5824f0a7c1 Comments out smoke reducing laser damage until there's a nice way to do it 2016-05-02 13:44:47 +01:00
Yoshax
5bc7eaa212 Removes stupid vars, adjusts smoke code 2016-04-30 20:04:43 +01:00
Yoshax
b57ea6a752 Adds colored smoke grenades and ability for them to take color 2016-04-29 17:19:08 +01:00