Commit Graph

12971 Commits

Author SHA1 Message Date
Mloc f04ca77bfb revert chargen rendering rework
fixes #9733

Signed-off-by: Mloc <colmohici@gmail.com>
2015-08-01 11:35:53 +01:00
Neerti 2193ff9549 Merge pull request #56 from Woodratt/Woodrat_Work_5
Commit verison v5 Pre-Alpha Playable Release
2015-08-01 03:19:15 -04:00
Woodrat 2420f05034 Commit verison v5 Pre-Alpha Playable Release
Changes -

- Research
  - Work finalized on Research, all extra items such as newscasters, alarms, fire extinguishers added. Cargo drop of point added Door access completed, landmarks and spawn points added, floor painted. No further major changes to be made to research.

- Cargo
  - Work finalized, One new area added (second one to be added at a later date but causes no issues at this point). No major changes to be done to cargo at this time.

- Security
  - Work finalized, brig cells work properly, cargo drop off point made, cameras added, blastdoors working properly, no major changes to be made.

- Medical
  - Work finalized, hallways painted, shutters working properly, cameras added, virolocks functional. Cargo drop off point to still be added. No major changes to be done.

- Command
  - Work in Progress, door access done including AI and AI upload, landmarks added, few light changes such as additional lights to the bridge. No major changes to be done

- Engineering
  - Work in Progress, door access done, cargo drop off point added. Materials supplied, engineering 'elevator' functional. Blast doors need to be added. Detail work needs to be added. No major changes to be done.

- Civilian
  - Work in Progress, door access should be finalized for areas such as the bar, kitchen, hydroponics coffee shop. Chapel driver now operational. Several areas with cameras, several areas still lacking cameras. Detail work missing such as newscasters and fire alarms. No major changes to be done.

- Misc
  - Work in Progress,
    - Tech storage access completed. Security checkpoint door control and access done.
    - Airlock next to the research fixed. Waste disposals tweaked and fixed.
    - Work completed on EVA, finalized. No further changes.
    - IAA access and landmarks completed.
    - Holopads added to areas previously without such as in front of escape pods.

- Other Tweaks
  - Light ranges increased for both small and large lights.
  - Small lights have had their color changed to a much fainter tint
  - Comfy Chair tweak pending.
2015-08-01 00:02:29 -07:00
HarpyEagle 924d8fac74 Adds nightvision to cult constructs 2015-07-31 16:33:07 -04:00
mwerezak b0434d90b2 Adds stealth rig sprites
Adds sprites for the stealth rig, so that people don't mix it up with
the ninja. Helmet is different (based on swat mask and NVGs), everything
else is a copy of the ninja suit.
2015-07-31 14:41:32 -04:00
mwerezak 1bfa4da870 Fixes #10315
The cybersuit is no longer space-proof. In exchange, it has a few more
modules, built-in insulated gloves, and grippy shoes.
2015-07-31 14:41:31 -04:00
PsiOmegaDelta 7e6cb6f38c Compilation/definition fixes. 2015-07-31 10:05:42 +02:00
PsiOmegaDelta c28b3721b4 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/_helpers/unsorted.dm
	code/modules/clothing/glasses/glasses.dm
	code/modules/mob/living/carbon/human/life.dm
	code/setup.dm
2015-07-31 10:00:16 +02:00
mwerezak 47d30a49a0 Fixes #10389
Allows glasses to set the see_invisible of their wearer.
2015-07-31 01:33:43 -04:00
Mloc 8578c08236 fixes #10374
Signed-off-by: Mloc <colmohici@gmail.com>
2015-07-30 22:46:54 +01:00
Mloc ac5774c81c some dview tweaks & fixes
Signed-off-by: Mloc <colmohici@gmail.com>
2015-07-30 19:50:32 +01:00
Zuhayr ad63247749 Merge pull request #10382 from Mloc/freezyfixes
fixes
2015-07-31 03:55:34 +09:30
Mloc 8cf9e32c2e Merge pull request #10361 from atlantiscze/tiny-little-logspammers
Fixes #10356
2015-07-30 19:24:24 +01:00
Mloc 6ef93d6613 Merge pull request #10370 from mwerezak/wounds
Fixes wound max_bleeding_stage oddness
2015-07-30 19:24:13 +01:00
Mloc ce11a6b516 Merge pull request #10379 from Karolis2011/dev-freeze
Fix for invisible tagger pipes
2015-07-30 19:23:33 +01:00
HarpyEagle c29dd9063c More tweaks to cut wound stages.
Enforced "blood soaked" clots where the clot stage was also a bleeding
stage, adjusted the thresholds for gaping_big and massive wounds to be
more even.
2015-07-30 11:46:49 -04:00
Karolis2011 a38ac6c8b7 Fix for invisible tagger pipes 2015-07-30 12:37:10 +03:00
PsiOmegaDelta 93e914f021 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/setup.dm
2015-07-30 10:49:37 +02:00
PsiOmegaDelta 841f7f6db2 Compilation fixes. 2015-07-30 10:41:01 +02:00
PsiOmegaDelta b6bd51828a Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/game/objects/items/robot/robot_upgrades.dm
	code/modules/admin/admin_verbs.dm
	code/modules/reagents/Chemistry-Holder.dm
	code/modules/reagents/Chemistry-Recipes.dm
	code/modules/reagents/reagent_containers/syringes.dm
2015-07-30 10:38:44 +02:00
mwerezak 10df6b9403 Fixes #10363 2015-07-30 00:57:31 -04:00
HarpyEagle 171991faf8 Attempts to prevent future max_bleeding_stage confusion
max_bleeding_stage no longer switches itself around in New().
Instead, the value given refers directly to the index of the maximum
bleeding stage.

Should also make wound datums more friendly to initial(), if that's ever
needed.
2015-07-29 16:53:31 -04:00
HarpyEagle 3d10955ccb Adds missing clot stages to gaping_big and massive cuts.
Without the clot stages the jump between the next two stages was
abnormally large, and the values given for max_bleeding_stage did not make
much sense.
2015-07-29 16:46:50 -04:00
HarpyEagle d384150a48 Fixes wound max_bleeding_stage oddness
The max_bleeding_stage given to /datum/wound/cut/flesh led to
"Doctor places a bandaid on Patient's flesh wound." Also fixed the
bleeding stage for stumps, so that "bloody stump" counts as a bleeding
stage.
2015-07-29 16:40:09 -04:00
Atlantis 55e41b9afd Fixes #10356
- Maintenance drone law reset no longer spam admin's logs.
2015-07-29 20:19:31 +02:00
Atlantis b80dad0329 Fixes #10355
- Bots can now be unlocked when you have one of the required accesses, instead of requiring all of them.
- In other words, security officers can once again unlock beepsky. I believe no other bot uses more than one access level for unlocking.
2015-07-29 19:58:01 +02:00
Chinsky b9d8cdaee1 Merge pull request #10337 from mwerezak/turret-aiming
Fixes #10258
2015-07-29 16:18:42 +03:00
Chinsky b362be9bb1 Russian roulette
Fun for whole sec team!
2015-07-29 16:15:24 +03:00
Mloc 2b13741582 Merge pull request #10348 from GinjaNinja32/logs
Chemical logging improvements
2015-07-29 13:39:26 +01:00
Chinsky e17b8be47e Merge pull request #10344 from GinjaNinja32/cult-gender
His book? Her book.
2015-07-29 14:37:16 +03:00
GinjaNinja32 7a6599fdf4 Add logging to potassium-water and nitroglycerin reactions 2015-07-29 12:36:00 +01:00
Chinsky e037ee3fca Merge pull request #10345 from PsiOmegaDelta/150728-CrewMonitorRuntime
Fixes crew monitor runtime and removes dead code.
2015-07-29 14:25:43 +03:00
PsiOmegaDelta f49d8d5e54 Merge pull request #10352 from Baystation12/dev-freeze
Dev freeze
2015-07-29 12:16:23 +02:00
PsiOmega 0e8ca3c82c Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/modules/admin/player_notes.dm
2015-07-29 11:57:17 +02:00
Kelenius f948932bee Updates sleepers
WIP
2015-07-29 11:17:15 +03:00
Neerti 8152ce0676 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into 7/29/2015_bay_sync
Conflicts:
	polaris.dme
2015-07-29 03:45:53 -04:00
GinjaNinja32 84c7625490 Chemical logging improvements 2015-07-29 07:55:30 +01:00
mwerezak 6df770cab3 Fixes projectiles being able to hit humans in organs they do not have.
Will also prevent body shields blocking bullets with non-existant limbs. Expands on the special return values for bullet_act(), adds defines for them.
2015-07-28 20:23:26 -04:00
mwerezak d203362d38 Fixes #10258
Turrets now aim at the chest/groin unless the target has a neck grab on someone, otherwise they aim elsewhere.
Projectiles are now able to miss targets that are lying or buckled, except when the target is at point blank range and is the original target for the projectile.
2015-07-28 20:17:32 -04:00
PsiOmega 9c4a0a91c0 Fixes crew monitor runtime and removes dead code.
The crew monitor used src instead of nano_host(). Also removes unneeded Topic() href.
2015-07-28 21:33:14 +02:00
GinjaNinja32 74f04671f8 His book? Her book. 2015-07-28 13:37:15 +01:00
Chinsky 0a54797044 Merge pull request #10341 from GinjaNinja32/notes-format
Changes show_player_info_irc to properly escape '%'
2015-07-28 14:02:08 +03:00
GinjaNinja32 09a8f37d6c Changes show_player_info_irc to properly escape '%' 2015-07-28 10:59:51 +01:00
PsiOmegaDelta 9e46dfbb56 Re-arranges data record and crew arrival announcement code. 2015-07-28 11:27:44 +02:00
PsiOmegaDelta e1aa05be02 Merge remote-tracking branch 'upstream/dev' into 150707-MoreOverlaysFewerStates
Conflicts:
	code/game/machinery/computer/security.dm
2015-07-28 09:16:34 +02:00
PsiOmegaDelta 2387b88507 Compilation fixes. 2015-07-28 09:06:08 +02:00
PsiOmegaDelta 0ab507ccec Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2015-07-28 09:03:49 +02:00
PsiOmegaDelta 0bf3c39095 Merge remote-tracking branch 'upstream/master' into dev-freeze
Conflicts:
	code/modules/mob/living/carbon/human/life.dm
2015-07-28 07:59:49 +02:00
Atlantis 47f0b47c46 Borosilicate windows
- This is the second part of my PR that added phoron windows to protect the SM core from fires
- Borosilicate windows are heat resistant  versions of regular glass windows. This PR renames them (from phoron windows/phoron glass/etc.) and adjusts the fire resistances
- They are no longer completely fireproof. Instead, all window types have fire resistance variables - maximal safe temperature and amount of damage taken if temperature exceeds this limit.
- Regular: 100C, Regular Reinforced: 750C, Borosilicate: 2000C, Borosilicate Reinforced: 4000C.
- Adds alloying recipe to make borosilicate glass. 2 sand + 1 platinum alloy.
2015-07-27 13:49:12 +02:00
Mloc aab326e05f fixes #10232
makes lights trigger on forceMove using a vg change

Signed-off-by: Mloc <colmohici@gmail.com>
2015-07-27 11:40:37 +01:00