Commit Graph

339 Commits

Author SHA1 Message Date
killer653
0c73b9da2e Polaris December Sync 2016-12-10 09:51:11 -05:00
woodratt
5444a4ad52 1.6.5 Port of Bay's uniforms
- Port of all of the uniform items that we did not have.
- Aether, Sweater, Ward-T. Frontier, Focal, Heph. Grayson, M. Bill, PCRC outfits/uniforms ported. (Loadout, some restricted)
- All of the military jumpsuits and uniforms have been ported. (Not Avail).
- Plain utility outfits are available in the loadout, as well as the pt outfits (except for marine).
- Hazard, Sterile, Saare, and Confederate outfits ported. (Not Avail).
2016-11-29 03:07:18 -08:00
Eearslya Sleiarion
868413c880 Polaris Sync October 9th (#633) 2016-10-09 18:55:29 -04:00
Spades
2330968176 Replaces Station Administrator 2016-10-06 22:38:02 -04:00
Cameron653
28175d86c7 Late September Sync (#579)
* Elevators aren't bottomless voids!

* Updates changelog

* Sombrero Code

* Fixes #2365

* Adds changelog

* Sleeper is evil.

* no message

* Changelog

* Stops observers from leaving prints on the ground.

No more spooking the mortals, ghosts.

* Allows autotraitor in secret to start with 0 players

* Adds changelog

* Makes diona slightly less slow

* Adds changelog

* Bowling Shirts

* Updates changelog

* Adds a missing description

* Flat Cap Changes and Hair Bow

* Fixed Error

* Adds an in-hand

* Lower Torso cannot be amputated

* Smoke works, adds changelog

* Updates changelog

* Makes Unathi Voidsuits Less Fat

* Medical related fixes

* Fuzzy Cuffs

* Tube Top

* Made Icons for Security Suit Less Gaunt

* Revert "Medical related fixes"

This reverts commit d7c59520e6.

* Just the fix to random med item now

* Adds organ fixing

* Fixes Evening Glove Coloring

* HAZMAT Suits

* Changes Unathi sprite slightly

* Tweaks skirt pathing

* Corrects changelog

* Adds changelog

* Construction Voidsuits

* makes people bleed real good

* adderino changeling

* Biohazard Voidsuit

* Revert "Revert "Adds hub passwordu""

* Explosive implants should no longer gib on limbs.

* Adds space penguins and space geese.

* Revert "Revert "Revert "Adds hub passwordu"""

* Makes flash rounds respect eye protection

* Water > Fire

* There's plenty lying around, I think

* 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.

* Almost forgot plural of Telecomm

* Finalizes work, adds designs to research.

* Press Vest

* Removes Mags/Shells, Adds Recorder and Flashlight

* Fixes spans.

* Raises the number of players needed to start Ninja

* Still needs to fix internal bleeding

* Allows Wirer To Attach to Toolbelts

* Fixes #393

* Tweaks FBP temperature

* Corrects Changelog

* Fixes some Advanced Egun oversights

* Embiggens the laser carbine and the lasercannon.

* Messenger Bags

* Health analyzers detect appendicitis

* Custom Circuit Additions & Fixes
Adds Med Scanner and Advanced Med Scanner circuits.
Clock circuit is now functional.
Five second delay will delay for five seconds and not one second.
Renaming circuitry now respects ability to do so (e.g. being alive).
Firing circuit can now be obtained by science normally.
Examining inside assembly cases now requires adjacency.

* More Additions
You can now cancel inputting on a text or numberpad.
Zero is now displayed properly on the UI and not be shown as null.
The small and medium assemblies now have real sprites.
Total health percentage for med scanners and advanced med scanners now reports a proper percentage and not 1 or 0.
The constant memory chip now can be set by using it in hand, making it usable.
The constant memory chip now accepts refs as data to store.  To use, select 'ref' when using inhand, then hit it against the thing you want to store.

* Allows Chemists to View Medical Records on their PDA

* Refactors splinting

* Refactors the forceMove() drop.

Makes dropping a its proc instead, cleaning up forceMove() handling.

* Replaces ORGAN_SPLINTED

* Supportive suits now only loop through bad organs

* Adds changelog

* Lasercannon tweaks

* Bloodloss tweak

* Adds hawaii shirt

Attachable to any uniform, works like suit jackets.

* Changelog cause why not

At this rate I'll forget how to do those otherwise

* Adds randomized alohas

Also some color matrix helpers from TG

* Appendicitis doesn't cancel itself out.

* Removes debug stuff

* Radsuit Sprite Changes

* Allows us to actually use the messenger bags

* Fixes spelling mistake

* Ported ventcrawling from vg.

* Fixes changelog errors

* Updates changelog

* Tweaks vent crawling.

The ability to ventcrawl is now checked by the /handle_ventcrawl() proc, making it possible to properly check before and after the do_after() call.
Moves various checks into the base can_ventcrawl proc.
Now lists the first object that prevents a mob from ventcrawling, making it easier to correct the exception list.
Removes the issmall() check, instead checks if the crawling mob has the relevant verb. Fixes #14081.

* Suit Storage Items

* Adds in IB removal

* More Circuit Things
Adds Locomotion circuit, which makes the machine move in a given direction.
Adds Signaler circuit, which can send and receive signals from a signaler.
Adds a new tool, the Debugger, which lets one directly set data in a specific pin.  It can also pulse activation pins.
Adds ability to define custom cooldown times for each component.
Smoke generator now has a 30 second cooldown.
Cleans up some code somewhat.

* Adds design for locomotion circuit.

* Cleans up code

* Even more sprites by Mechoid.
Fixes abs to rel converter.

* Black Messenger Bag

* Powersink fix

* Even More Sodding Circuits
Adds new RNG circuit, to make random numbers each time.
Adds new Concatenating circuit, so you can make lots of small strings into one big one.
Adds new light and advanced light circuit.  Basic just has a normal light that can be toggled.  Advanced allows it to be any color using RGB, and a brightness between 0 and 6.
New sprites for the debugger and wirer, by Mechoid.
Hopefully finally fixes smoke generator from being unobtainable.

* Adds basic circuit kit and spare circuit tools to Tech Storage.

* Part the first

* Changelog

* Allows robots to be constructed with prosthetic limbs as well as borg limbs.

* Map change

* Secbelt can hold stun revolvers and eguns

* Voidsuit Sprite Changes

* Tweaks burst laser

* Lasers, energy projectiles, and muzzle flashes now produce light.

It's a bit wonky due to lighting only updating once every half-second,
but it's very much functional, at least on my desktop.

* Adds bridge bunnies

* Slightly cleans up the occupation screen, adds uniform to locker

* Map Changes

* Adds Changelog

* Fixes stuff

* Allows jobbanning of cargo department jobs

* Re-adds balance changes to heavy lasers.

They got changed by accident when I did the laser light show.
Also, adds changelogs for my last couple changes, because I'm an
    idiot and forgot them.

* Fixed missing sprite

* Dress Loadout Additions

* I Can't Believe It's Not Circuits (it is)
Fixes numberpad and letterpad pulsing.
Debugger and Constant chip can now have null written to it.
Adds new sound output, with two types so far.  One being the 'beeper' type, which can do things like buzz, ping, beep, etc.  The second type is a securitron speaker, which allows us to get closer to building a functioning Beepsky.

* Adds EPv2 Circuit
Adds a circuit that allows it to send and receive EPv2 messages, allowing for a more robust transmission of data that signalers cannot deliver.  Bonus: Communicators can send text messages to custom machines using this.

* Updates changelog

* Fixes not being able to put things in medkits.

* Technomancer Tweaks

Cost for various spells and equipment adjusted greatly.  In general, things are cheaper, and everything should now be in multiples of 25, so no points are wasted.
The default jumpsuit for Technomancers is now heavily insulated, protecting them from tasers, batons, and perhaps unfortunate lightning strikes.
Instability between 31 and 50 made less harsh.
Wards made with a scepter of enhancement will break the cloak of anyone invisible that it can see.
Fire aura buffed, increased rate of heating as well as temperature cap for both non-scepter and scepter effects.
Reflect spell made more forgiving for the Technomancer, lasting longer before expiring.
Projectile spells should be able to hit people more reliably.

* Shotgun Reloading Tweak
Adds ability to hit a shotgun or similar weapon with a container containing ammo, to load said ammo into the shotgun one at a time automatically, instead of having to play inventory tetris, as requested by some people.

* Use sanitizeName for the guest pass terminal name input to prevent excessively long names.

* Circuit UI and Assembly Tweaks
Adds new drone assembly, which has stats between the medium and large assembly.  Sprites by Mechoid.
Assemblies now have a light UI when examined while opened, which displays what's inside, as well as how close to the cap for parts or complexity you are getting.  Click the names of a component to open the wiring interface for that component.  You can also rename each component from the UI.  Bonus:  Having multiple components of the same name will no longer appear as one component.
Adds ability to rename the assembly, using the new UI.

* Revert "Ported ventcrawling from vg."

* Re-adds a nice, useful macro

* Fixes #2431

* Tweaks Riot armor

* Fixes a typo in the DNA Modifier

* Ripped Jeans (And White Shorts)

* Adds shanking

* Adds changelog

* Removes a stray world <<

* Ported ventcrawling from vg.

* Tweaks vent crawling.

The ability to ventcrawl is now checked by the /handle_ventcrawl() proc, making it possible to properly check before and after the do_after() call.
Moves various checks into the base can_ventcrawl proc.
Now lists the first object that prevents a mob from ventcrawling, making it easier to correct the exception list.
Removes the issmall() check, instead checks if the crawling mob has the relevant verb. Fixes #14081.

* Long, time-consuming not one-line fix

* Makes cigs branded too

Description of cig/cigbutt would reveal its brand for dastardly murdersolving revelations.

* Adding a article

* The door hacker now only pings the user

* Removes implants from Deathsquad

* Adds the ability to apply pressure to bleeding wounds

* Shoes

* EVA rigs should use their default sprites on Taj and Unathi

* Fixing some errors

* Update loadout_xeno.dm

* Delete back_vr.dmi

* Add files via upload
2016-09-24 14:12:43 -04:00
Spades
8e0b833f12 Merge remote-tracking branch 'refs/remotes/PolarisSS13/master' into elevator-fix 2016-09-15 18:44:51 -04:00
Spades
313780b890 Almost forgot plural of Telecomm 2016-09-13 16:44:04 -04:00
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
9273bc863e Gateway map fixes (#550)
* Fixes some bugs

* Fixes the sound issue with beaches, sort of.

* Gateway touch-up

- The Gateway is no longer its own area.
- Removed turrets
- Added stuff for missions
2016-09-12 18:34:45 -04:00
Spades
7e84419866 September Polaris Sync (#545)
* Removes Captain as a title, sets default to Station Administrator, and adds a new title, Site Manager

* Fix atmo_control interface temperature reading

* Adds Multiple Alternative Titles

* Removed Supply Assistant

* Removed Sergeant

* Removed Computer Scientist

* Revert "Revert "Frame Cleanup""

This reverts commit 82722ba42f.

* Changed Supply Officer to Requisitions Officer

* Changed Requisitions Officer to Supply Chief and Removed Courier

* Removed Life Support Technician

* Removed Brig Officer

* Tweaks the lowest level of heat damage to be less insane

* Corrects damage amount for heat_damage_level_1

* Maybe Perhaps Last Major Technomancer PR
Adds ability to sort the spells section of the catalog into categories.  The categories available are 'All', 'Offensive', 'Defensive', 'Utility', and 'Support'.
Removes preset section on catalog as it was unused.
Projectile spells now have a sound when fired.
Haste lasts five seconds instead of three.
Repel Missiles lasts for five minutes instead of two.
All healing spells work five times as fast, healing in five seconds instead of twenty five seconds.  The amount of instability and healing done has been multiplied to remain consistent.
Passwall can now be used on more than just walls, if there's something dense on the same tile.
Force Missile is now 25% cheaper to cast, and has a cooldown of .5 seconds instead of one second, and does 5 more damage.
Beam's damage is increased by 10, and energy cost decreased by 25%.
Lightning's warm-up time is now one second instead of two.
Overload now costs 10% of total energy instead of 15%, and damage scaled with 4% of their current energy reserves, and 5% with the Scepter, instead of 3%/4%.  Additionally, instability per shot is lowered to 12 from 15.
Track now costs 25 points instead of 30 in the catalog, because roundness.
Fire Aura should look more impressive without a Scepter.
Fixes bug where shooting Lightning made you motionless for twenty seconds.

* Adds Multiple New Clothing Items

* Makes Loincloths only Availiable to Taj and Unathi

* Tweaks the contents of the captain's closet

* Smokables now give an approximation of how much longer they'll burn once lit

* make teshari not bad to play

* Tea Tweaks

- Minor changes to the color of some of the drinks such as tea and iced tea. Still not happy with the colors, but they seem better than before.
- Modification to the British cup sprite.
- Addition of a tea sprite for the coffee cups.

* fixes exception handling runtiming

* Adds missing error handler that made it difficult to debug runtimes.

* Corrects error handling proc

* Adds missing runtime viewer Topic calls.

Relocates them to the datum itself rather than it being an admin topic for maximum self-containment.
Also adds 'adminplayerobservefollow', making it possible for admins to not only jump to mobs but also follow them with a single click.
Misc tweaks from Paradise.

* gib population

* Adds the ash() mob proc, preps ninja suit

* Fixes #2352

* Changelog

* alt title

* Rigs now have suit coolers

* Map edit

- Fixes lighting in Security. Again.
- Fixes lighting in Library.
- Adds a new maint tunnel between engineering solars and atmos, now
outside the blast radius of SME explosions.

* Almost forgot emergency shutters.

* Examine Cigarette Lore

* Fixes Capitalization

* Eliminates colon

* Should clear up the usr issue

* Fixes cryopods of all types not setting occupant correctly.

* updates changelog

* Fixes runtime that occured if someone touched a blast door with an empty hand.

* Fixes check_rights() runtime.

* Adds magboots to ling spacesuits

* Adds Changelog

* Turret Fix
Turrets can now deploy properly and not be stuck in a state of deploying forever if a target is in range.

* Revert "Adds hub passwordu"

* Makes changeling recursive enhancement a passive power

* Corrects a description

* Adss changelog

* Add files via upload

* Changeling/Wizard/Future Stuff Hud Button Fix
Hopefully this stops the roundstop changeling hud wonkiness.

* Changes Mining Hardsuit slowdown to 1, from 3

* Widened hallway

* Speeds up arm_guard and leg_guard wearers slightly

* Forgot to use map cleanup tool.

* Adds changelog

* Adds changelog

* Minor Emitter Tweaks
Emitters no longer die by shooting a taser or laser tag gun at it.
Emitters don't explode if they are not on a powered wire with sufficient electricity in it.  They will just crumple away instead if integrity is reduced to zero.
Taking any damage to the emitter no longer results in instant death due to me being an idiot awhile ago.
Emitters can be examined to see if they are damaged, and can be repaired by applying metal sheets to it.

* Github, stop being stupid!

* Tweaks Sec Voidsuit values

* Fixes external airlocks

* Elevator-MMI fix

* Shoveling Snow

* Laptop ID Computer Fix
The manifest should now be updated correctly when using laptops.

* do_after is more immersive

* Fixes second bug involving inability to change title to station admin.

* Adds more unathi hair and facial options

* Adds the changelog

* Retweaks secret player requirements

* Updates changelog

* Fixes sprite not updating to not be floating when leaving non-gravity

* Adds changelog

* Fixes changeling revive not working when you're missing a limb

* Fixes #860

* Adds changelog

* Makes flash confused duration the same length as the flash blurry eyes

* Increases the change of lung rupturing

* Adds vomit as an emote

* Adds changelog

* Removes revolution shuttle delay

* Adds changelog

* Projectile flash rounds will now do the same as a flash when hitting a target

* Adds changelog

* Fixes dna-lockable gun explosion security level

* Drink Container Lore

* Decapitalizes 'Sleeper'  Because Why

* Fixes Grammatical/Flow/Sarcasm Errors

* Completes dna lockable guns implementation by adding a dna chip that can be added to guns

* Fixes + forgotten file

* Moves DNA locking stuff down to the item level rather than gun, also adds the ability to emag to remove the lock

* Adds changelog

* Adds the ability to wear ponchos as an accessory, also adds the ability to have ponchos as a suit accessory

* Adds changelog

* Closes 2 missing spans

* Adds secure briefcase to custom loadout

* Adds changelog

* Headgear Additions, and an Undershirt

* Medical splint buff and new ghetto splints.
Adds hands and feet to splint-splintable organs.
Also adds ghetto splints that can't do hands and feet.

* Fixed Sleeper... Again

* Renames "poncho" slot to "over"

* Speeds Hyperzine metabolism

* 1.5.8 Map bug fixes
-Fixed brit cup sprite.
- Replaced a maintenance door leading into atmospherics with one with the proper access.
- Fixed Missing Disposals pipe next to atmos.
- Tweaked some light placement in the main hallways.
- AI core redesign.
- Turned off medbay lobby intercom.
- Cyborg charging station added to prison wing.
- Cyborg charging station added to the research outpost.
- Medical rig suit added to medical.
- EVA rig suit for engineering added to EVA.
- Second  residential elevator installed. Due to budget cuts the size of the elevators has been reduced.

* Updates changelog

* Sombrero Code

* Fixes #2365

* Adds changelog

* Sleeper is evil.

* no message

* Changelog

* Stops observers from leaving prints on the ground.

No more spooking the mortals, ghosts.

* Allows autotraitor in secret to start with 0 players

* Adds changelog

* Makes diona slightly less slow

* Adds changelog

* Bowling Shirts

* Updates changelog

* Adds a missing description

* Flat Cap Changes and Hair Bow

* Fixed Error

* Adds an in-hand

* Lower Torso cannot be amputated

* Smoke works, adds changelog

* Updates changelog

* Makes Unathi Voidsuits Less Fat

* Medical related fixes

* Fuzzy Cuffs

* Tube Top

* Made Icons for Security Suit Less Gaunt

* Revert "Medical related fixes"

This reverts commit d7c59520e6.

* Just the fix to random med item now

* Fixes Evening Glove Coloring

* HAZMAT Suits

* Changes Unathi sprite slightly

* Tweaks skirt pathing

* Corrects changelog

* Adds changelog

* Construction Voidsuits

* makes people bleed real good

* adderino changeling

* Revert "Revert "Adds hub passwordu""

* Explosive implants should no longer gib on limbs.

* I still have no idea what I am doing.

* Resolves #331
2016-09-11 19:52:40 -04:00
Spades
4db23be7e3 Reactivates Away Gate (#528)
* Added stomach.ogg and stomach tiles for later

* Updated some gateway maps, added new (unfinished) one

* Snowfield progress

* This map is pretty much done!

* Return of the Gateway Maps

* Optimization of various shit.

* Copies a small fix from Polaris

https://github.com/PolarisSS13/Polaris/pull/2414

* Changed vore mob knockdown chance. Map fixes.

* Datraen corrects outstanding issues with away missions, separates certain parts of code into their own procs. (#532)

* Final commit.

- Tried to fix vore mobs not attacking prey once they are disabled.
- Various map fixes to be consistent with fixed gateway setup.
- Gave Markov bad grammar.
- Fixed polar bears not dying.
- Modernized all gateway maps except the clown temple which is still
broken.
2016-09-06 13:36:04 -04:00
Spades
60a3a65339 Elevators aren't bottomless voids! 2016-09-01 03:15:25 -04:00
SinTwo
a2a2f58e93 Fixes #2352 2016-08-27 13:44:32 -04:00
Spades
e6f6a0258d Map sync, allows vore mobs to stun (#508)
* Map sync

Resolves #331

* Digestion change

Digestion now dumps nutrition on finishing digestion rather than during
digestion. This makes more sense and allows more flexibility for future
updates.

Vore mobs can now knock down people when attacking.

* Reduced mob swallowing time from 10 to 3.

* Changes Captain role in anticipation for future Polaris update I don't like.

Captain or Overseer. Not "Station Administrator." That's a tiresome
mouthful and confusing.

* Map fix
2016-08-23 02:14:14 -04:00
Eearslya
85c3e22873 Polaris sync 2016-08-06 20:34:44 -07:00
woodratt
55562aeb3f - Adds Serena's Trade Ship along with all the odds and ends required to have it work properly.
- Adds a special snowflake mutt as well for ease of teleportation to the trade ship area prep area.
2016-07-04 14:07:14 -07:00
Arokha Sieyes
47b97546b8 Dorms protect vs radiation for lewds 2016-06-14 00:40:11 -04:00
Arokha Sieyes
3e5faabe0c Merge branch 'master' of https://github.com/PolarisSS13/Polaris into sank 2016-06-09 01:00:07 -04:00
HarpyEagle
6888fa1982 Increases stun time from falling due to gravity change
It was ridiculously short, and strange to watch
2016-06-07 19:48:48 +01:00
Spades
c96e66a144 Minor tweaks, Skipjack can now dock at station
Tried editing communicator.dm and shuttle_controller.dm as their own _vr
files but this might cause problems, I'm not sure.
2016-05-29 18:04:46 -04:00
Leshana
2cd88ab4ca Issue #23 - Fixed the Gateway
* Ported gateway compatibilty with runtime z-level loading from old codebase.
* Built a new Gateway room next to EVA on the map.
* Fixed the beach level to not crash.
2016-05-16 00:00:51 -04:00
Leshana
e2b4876a5d Resolves Issue #8 - Making Juke Boxes hackable
* Created new jukebox type with new features.
* Adds all of our songs to the repository.
* Adds all of our songs to the jukebox.
* Makes juke boxes hackable.
* Modify areas to enable playing of frequency-altered sounds.
* Replaced normal jukeboxes with our nice ones on the map.
2016-05-09 22:50:45 -04:00
Datraen
54627608e1 Adds a portables pump station to the station.
* Adds a pump station to the station.

* Adds a digital valve for switching between the canisters and the waste loop.
2016-04-04 04:12:35 -04:00
Yoshax
d0d3d3cb16 Merge remote-tracking branch 'upstream/master' into morepreferences 2016-03-27 00:17:24 +00:00
Kelenius
e883863f4b Merge branch 'master' into playingWithTravis 2016-03-23 17:12:11 +03:00
Neerti
0891eba8cd Merge pull request #1207 from Datraen/GTStationWide
Adds a check to the greytide virus to see if the APCs are operating.
2016-03-22 21:36:35 -04:00
Yoshax
5d9596a72d Makes it possible to have more than 16 preferences 2016-03-21 18:56:27 +00:00
Datraen
eb6f621ca9 Adds a check to the greytide virus to see if the APCs are operating. 2016-03-18 15:20:48 -04:00
Kelenius
3fdda5e8c5 Fixes issues travis found 2016-03-11 11:59:51 +03:00
Kelenius
b7d0818e27 Removes unused code - old turrets
Removes /obj/machinery/turret (by the looks of if they wouldn't fire
anyway)
Removes /obj/machinery/turretcover
Removes /area/turret_protected (new turrets don't use it), its
associated procs, changes areas from /area/turret_protected/x to area/x
2016-02-25 15:08:30 +03:00
Minijar
83113302b9 Adds first aid stations. 2016-02-23 21:13:11 +00:00
woodratt
7b1b4d081b 1.4.7 Bar Nerfs
- Fixed wrong plating around the research break area.
- Navi beacons added to the central hallway, Beepsky sold separately.
- Newer smaller bar added, second spawn for bartender added. Button to lock the doors to and from the bar added to the security checkpoint.
- Garden Camera added for seeing the center of the park.
- Mule drop off point in medical added.
- Scrubbers and vents added to the CE's Office.
- Disposals on the research outpost linked to the outlet.
- Minor layout change in the warden's office.
- 2x more sunglasses added to maintenance.
- 2x more Welding goggles added to engineering, seriously I'm not adding anymore.
- Added a extra mop and bucket to the janitor's closet.
- Space heaters now available in hard storage for engineering.
- Fixed black tiles on Tcomms.
- All existing deck of cards on the main z-level should properly be a deck of cards and not null.
2016-02-20 21:26:37 -08:00
woodratt
30acc6de7e 1.3.7. Fixes and Adjustments
- Rough fix in place for the holodeck thunder dome.
- Jukebox added to the coffee shop and bar.
- Latex gloves added to Xenoflora.
- Insulated gloves added to Engineering Outpost.
- Connected the main airlocks on the mining and research outposts to the distro.
- Changes 'Vir Regional Spaceport' to ' Vir Interstellar Spaceport'
- Fixed another name issue in reference to crew transfer shuttle.
2015-12-22 22:51:36 -08:00
woodratt
8cd20b03f3 1.3.6 - Bug Fixes and Spurs
- Replaced 971 left facing windows with ones without super health.
- Adjusted lights in both the medical and engineering rest rooms.
- Adjusted several intercoms across the station, including the AI core ones.
- Centcomm beach area sounds removed.
- Adjusted maintenance between bridge and kitchen.
- Keycard Identification thing added to HoP office.
- Plastic flaps added to cargo deliveries office.
- Fixed Emitter in Engineering outpost.
- Fixed voided tile on t-comms, fixed the dark tiles.
- Added a mighty fine cowboy hat.
2015-12-19 21:41:35 -08:00
Jon
c2773ee725 Heist and Merc ships no longer leave sand! Whoopsy. 2015-12-18 00:29:13 +00:00
Jon
af14c2d03a Space's default turf is space. You'd think that was pretty clear and easy to remember to do, right?
Wrong. Apparently.
2015-12-11 20:21:26 +00:00
Woodratt
eae31c8ed8 Merge pull request #433 from Woodratt/Woodrat_Needs2GitGood_1.2
1.2 GITting good at Git
2015-12-04 23:32:14 -08:00
woodratt
04998bfdf6 1.2 GITting good at Git
- Disposals conveyor belt should be fixed, intercom adjusted.
- Industrial hardsuit now on top of rack.
- Atmos center post re-centered, intercom adjusted. Light switch and intercom for monitoring room.
- Cig packs added to the detective's office and fire alarm. Adjusted Intercoms
- Captain's office overhauled, adjusted intercoms, moved furniture, added shutters for that alone time with the secretary.
- Kitchen light moved from behind microwave to behind fridge. Intercoms adjusted.
- Displays and intercoms added to the research and mining outposts, guest pass added to research outpost.
- Fixed a hole in the socks with a pixel
- Tape added to art storage, adjusted intercom.
- Intercoms added to janitorial, IAA, and holodeck control.
- Coffee shop doors now have dual kitchen and bar access, front windoor added, adjusted layout, light switch installed.
- Cloner biomass increased to 600, button to open door added. Atmos alarm added.
- Several intercoms throughout medical adjusted and added.
- Security overhaul, several intercoms adjusted and added. Flashbang box added to the firing range. Warden's desk adjusted. Fire alarm added to front of brig. Photocopier added. Security huds added to lockers.
- Moved research disposal point to science break room. Fixed xenobio windoors and adjusted disposal.
- Xenoflora design overhaul.
- Emergency toolboxes added to the dorms.
- Bar drink dispensers moved two tiles up. Floor dance lights should work.
- Wire guards installed for the AI, Atmos alarms as well.
- Holodeck maint. APC and atmos alarm added. Locker with genetics backpack and coat added as well.
- Soap added to research, security, and medical rest rooms.
- Camera added to medical emergency hall.
- CE's Office front windows electrified.
- Disabled dynamic lighting on the engineering elevator.
- Guess pass terminal added to HOP office.
- Captain's beret in captain's locker.
- Fixed all active edges on Polaris-2, turret controls added for main areas.
2015-12-04 23:12:30 -08:00
Jon
85c704676f Updates all get_base_turf usages to get_base_turf_by_area.
This means that instead of the base turf being defined by the z-level, it's now defined by area and defaulted by z-level.

Updates all "shuttle" and "solar" areas to have a base_turf of space.
Updates docking arms 1, 2, and 3 on the main asteroid level to have a base_turf of space.

Other z-levels may still need updating.

This change means that all actions which destroy or dismantle a tile - for example bombs, a singularity, a shuttle leaving, or deconstruction - now leave these new areas as space not asteroid. Future mapping efforts may need to take this into account.
2015-12-05 04:24:17 +00:00
Jon
1a94dea2ea Allows you to define a base turf for an area which overrides the z-level's base turf in unsorted.dm.
It will first check to see if the turf is set, and if not it will still use the z-level default.
This means we can mark areas as having a base of space to override the z-level base of asteroid that we're using.
As a result, we can ensure the bombs, shuttles moving, etc. leave behind an space turf by defining shuttles, solars/"external" areas as using space as a base.
Areas will need to be updated to check with base_turf = /turf/space and references to the old get_base_turf proc updated so all calls (bombs, Nar'Sie, deconstruction, etc.) have the correct effect, but it's tired and I want to commit this now so I'm committed to finishing it tomorrow.
2015-12-03 22:51:15 +00:00
Neerti
4f77afece1 Revert 58ef59734f 2015-11-08 10:09:14 -05:00
Neerti
45f15930a0 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into 11/6/2015_neerti_breaks_everything_bay_merge
Conflicts:
	.travis.yml
	code/_helpers/lists.dm
	code/game/objects/structures/crates_lockers/closets/secure/engineering.dm
	code/global.dm
	code/modules/client/preferences.dm
	code/modules/client/preferences_savefile.dm
	code/modules/reagents/dispenser/dispenser2.dm
	polaris.dme
2015-11-06 17:41:18 -05:00
Woodrat
7128aa72db Woodrat 9.1 "Back in Action"
- Super APC installed in Atmos
- Fixed APC, Mining Exterior APC
- Fixed Crematorium button, Installed mass driver button.
- Chapel hallway APC installed
- Gateway plugged in, console installed
- Elevator Console Installed, Bell Hop removed.
- Hazard stripes should be fixed
- Restored missing tiles (Hydro, Cafeteria Neutral, Asteroid exterior) (75% complete)
- Kitchen button restored
- Rec area bathroom lights restored
- Meat is back on the menu, two fridges with meat in the kitchen
- Unneeded wires in engineering maint removed.
- Medical substation wires fixed.
- Locker room maint APC installed
- Chapel maint APC installed
- Installed another light in robotics
- APC central maint installed
- Disposals pipe in engineering workshop fixed.
- Wire in atmos substation fixed.
2015-10-16 22:57:13 -07:00
PsiOmegaDelta
3b5990121f Blobs locations are now more random.
Blobs now randomly pick a random turf without obstructions in maintenance, instead of from a pre-determined list of locations.
Blobs also now log their spawn location, which admins can use to jump to it.

Space vines and nuclear discs have been updated to use the same mechanics.
2015-10-13 18:49:55 +02:00
Neerti
6740dea5ad Update Space Station 13 areas.dm
Conflicts:
	code/game/area/Space Station 13 areas.dm
2015-10-11 00:26:23 -04:00
Neerti
e52a0ea332 Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into sync_to_bay_10/10/2015
Conflicts:
	.travis.yml
	code/game/gamemodes/changeling/changeling_powers.dm
	code/game/gamemodes/changeling/modularchangling.dm
	code/game/turfs/simulated.dm
	code/global.dm
	icons/misc/fullscreen.dmi
	polaris.dme
2015-10-10 23:17:26 -04:00
PsiOmegaDelta
b3b657ee37 Random maintenance dirt.
The state of maintenance is now randomly generated.
This includes patches of oil, trash, spiderwebs, dirt, and so forth.

Utilizes a system which makes it possible to apply custom turf initializers per area.
2015-09-22 14:53:04 +02:00
GinjaNinja32
c014866ac9 Remove unneccessary /area/start definition 2015-09-12 08:46:50 +01:00
Neerti
a9dda6cf3f Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into 9/6/2015_baymerge
Conflicts:
	.travis.yml
	code/game/gamemodes/cult/cult.dm
	code/game/gamemodes/heist/heist.dm
	code/game/gamemodes/ninja/ninja.dm
	code/game/gamemodes/nuclear/nuclear.dm
	code/game/gamemodes/traitor/traitor.dm
	code/game/gamemodes/wizard/wizard.dm
	code/game/jobs/job/civilian.dm
	code/game/jobs/job/medical.dm
	code/game/jobs/job/security.dm
	code/game/objects/structures/lattice.dm
	code/global.dm
	code/modules/projectiles/ammunition/boxes.dm
	code/modules/reagents/Chemistry-Recipes.dm
	config/example/config.txt
	polaris.dme
2015-09-06 18:26:06 -04:00
Cael Aislinn
d41083cfae resolves issue with space and unsimulated turfs being odd and dark
Signed-off-by: Cael Aislinn <cael_aislinn@yahoo.com.au>
2015-08-30 15:27:04 +10:00