Commit Graph

484 Commits

Author SHA1 Message Date
killer653 2755d3ddb1 HOTFIX 2017-09-21 20:26:48 -04:00
Anewbe d79a983eba Adds the Frost Spider. Starts support for more complicated spiderlings. 2017-09-17 23:43:31 -05:00
killer653 bddfa16f82 Polaris sync 2017-09-15 21:17:34 -04:00
Ketrai 3da219cf8e grublarba 2017-09-09 22:38:54 +02:00
Ketrai d595871114 derp 2017-09-09 22:38:15 +02:00
Ketrai a8d8f35ae6 grubs make larva 2017-09-09 22:25:33 +02:00
Spades 6eb472f31d Revert "Adds a new event - Solargrubs!" 2017-09-09 12:24:37 -04:00
Neerti 1bc28c07c0 Port's TG's Maploader 2017-09-08 12:49:26 -04:00
Ketrai 0c8a2796ff adds spider_vr.dm
tiny bit of code to do everything they have to do.
2017-09-06 10:45:43 +02:00
Ketrai c62245353b delete grub_vr.dm
making spider_vr.dm instead
2017-09-06 10:44:53 +02:00
Ketrai d32c6f07a9 undoes the edit
Cutting down the code confuses the hell out of the event, it refuses to spawn the grub larva otherwise.
2017-09-05 21:56:28 +02:00
Ketrai ad3cabfca8 cuts down inherited code
This should cut down code that was inherited from effects/spider
2017-09-05 21:16:45 +02:00
Ketrai 31959bef22 travis random crash
UGH
2017-09-05 18:17:30 +02:00
Ketrai 46279ff41e adds an effect file for grubs
So they can grow similar to spiderlings
2017-09-05 16:06:26 +02:00
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