Commit Graph

128 Commits

Author SHA1 Message Date
Spades
cc0cfba27b Map Sync, some Zoo and Vore Mob fixes
- Polaris map synced with ours (Resolves #331)
- Nerfed pounce chance on most vore mobs. The default chance of being
eaten is now only 1:20 whereas previously it was 1:2 chance.
2016-12-10 15:36:17 -05:00
Spades
fd6587567a Fixes Catgirls, fixes Carp
Both had broken sprites. Now they aren't broken.
2016-11-27 23:49:37 -05:00
Spades
0fec536f0c Naming fix 2016-11-19 13:01:32 -05:00
Spades
4642037561 Removed Goat from Zoo.dmm 2016-11-19 11:15:51 -05:00
Cameron653
3732179083 forgot a slash 2016-11-01 18:01:41 -04:00
Cameron653
bb102407b6 Update listeningpost.dmm 2016-11-01 18:01:11 -04:00
Cameron653
3626660594 Update listeningpost.dmm 2016-11-01 18:00:47 -04:00
Spades
a755fe6ac7 Fixes active edges on Zoo.dmm
I think.
2016-10-12 11:21:02 -04:00
Spades
3593e07f0b Symbol fix (#637)
[REDACTED]
2016-10-09 20:05:49 -04:00
Spades
05869b0d9b Zoo.dmm added, Vault updated, various bugfixes (#634)
* :(

* Ports https://github.com/PolarisSS13/Polaris/pull/2571 early.

Need this for a map I wanna do.

* need sleep

* Emergency meds added

Resolves https://github.com/VOREStation/VOREStation/issues/600

* Fixes Fax Machine showing Sif Government

* Updates Tajaran lore to match Polaris.

* Sleeping for tonight

* Fixes #623

* Added more to the map

* Fox sprites from Paradise added

* Vore bee added

* Technical stuff no one cares about.

* Another update

* Reverts Pull #508

https://github.com/VOREStation/VOREStation/pull/508 messed up digesting
dead mobs and mice.

* Sergaling are now Saru.

* Saru

* Zoo map update, near completion

* Zoo map finished, plus Station Vault updated

* Revert "Ports https://github.com/PolarisSS13/Polaris/pull/2571 early."

This reverts commit 59e2bb2117.

* Buzz off, Travis.

* Removed microwaves entirely so Travis stops bitching

* Travis stop being dumb

* Fix the zoo map once and for all..?

* Removes backup files.
2016-10-09 18:55:17 -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
670f3bde87 Removed broken gateway map from list 2016-09-20 18:46:34 -04:00
Spades
6c31146017 Map hotfix (#568) 2016-09-18 23:47:08 -04:00
Spades
f0b1979fa6 Fixes ZAS issues on away maps (#558)
Fixes ZAS issues on away maps
2016-09-16 17:52:11 -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
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
bb05118cbf Post-port map fixes (#177)
Partially deals with #103
2016-05-22 16:08:44 -04:00
Spades
02ba44aa02 Beach.dmm fixes
Map is bigger and the forest spawns now.
2016-05-21 16:32:37 -04:00
Spades
11e9eda4f4 Numerous tweaks and fixes.
- Fixed the teleporter room being labeled wrong. Now "Long-Range
Teleporter". Resolves #136
- Beach now has clutter. Resolves #141
- Beach now has borders. Resolves #142 but creates a new problem by
making the map too small. I'll fix this later.
2016-05-21 13:38:49 -04:00
Spades
a720f65110 Simulated terrain should not be used here.
Replaced simulated terrain on beach.dmm
2016-05-21 12:50:05 -04:00
Leshana
30993f9531 On Issue #23 - Ported the black market packers map. (#101)
* On Issue #23 - Ported the black market packers map.

* Got labyrinth.dmm close enough to be compilable and editable.
2016-05-18 09:37:28 -04:00
Leshana
8025076fa2 Issue #23 - Ported the carpfarm and listeningpost away mission maps (#96) 2016-05-17 20:35:28 -04:00
Arokha Sieyes
b15c1e8378 Makes Labyrinth.dmm compile and load in map editor. (#90)
Could use some work still though.
2016-05-17 19:41:47 -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
a23ef0c9c2 Help Issue #23 by making the beach map loadable. 2016-05-15 16:04:40 -04:00
Arokha Sieyes
40dcbcca33 Remove old garbage levels 2016-05-15 14:55:36 -04:00
Arokha Sieyes
bb1470955a Have some gateway maps 2016-05-15 14:44:48 -04:00
Anewbe
22a9b32a29 Fixed the map thing and a few other issues. 2016-04-29 19:08:04 -05:00
Kelenius
3fdda5e8c5 Fixes issues travis found 2016-03-11 11:59:51 +03:00
Chinsky
94f0ceffe1 Merge pull request #10200 from mwerezak/gun-desc
Renames of various firearms (squashed version)
2015-08-14 03:55:43 +03:00
GinjaNinja32
ea261a7a65 Shuttle walls now rotate correctly with client.dir 2015-08-02 20:24:22 +01:00
PsiOmegaDelta
5cbb703609 Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/_helpers/unsorted.dm
	code/game/jobs/access.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/update_icons.dm
	code/modules/organs/organ.dm
	code/modules/reagents/Chemistry-Holder.dm
	code/setup.dm
2015-07-27 10:20:20 +02:00
Mloc
65ac3d97d0 Revert "get rid of mob.see_in_dark and species.darksight"
This reverts commit 278a4c38ec.
2015-07-22 15:14:40 +01:00
Dragor
697157a6bc Changes all gun names to generic descriptive names, moves names into desc. Updates the descriptions of various guns to be more loreful. 2015-07-15 22:08:21 -04:00
PsiOmegaDelta
34fdc4712e Merge remote-tracking branch 'upstream/dev-freeze' into dev
Conflicts:
	code/_helpers/names.dm
	code/game/jobs/job/silicon.dm
	code/game/objects/items.dm
	code/modules/mining/abandonedcrates.dm
	code/modules/mob/living/carbon/brain/life.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/simple_animal/friendly/spiderbot.dm
	code/modules/nano/modules/alarm_monitor.dm
	code/setup.dm
2015-07-14 08:21:12 +02:00
Mloc
278a4c38ec get rid of mob.see_in_dark and species.darksight
They don't work with the current lighting system and cause weird artifacts.

Signed-off-by: Mloc <colmohici@gmail.com>
2015-07-09 19:17:04 +01:00
GinjaNinja32
73a746e455 Non-code .dm files with escapes 2015-05-30 14:12:26 +01:00
GinjaNinja32
5f65565f45 Bugfixes, removing the remnants of table_parts, changelog. 2015-05-13 20:40:00 +01:00
GinjaNinja32
f9f99d61b2 Map changes.
sed -rbi 's#obj/structure/table([^/])#obj/structure/table/standard\1#g' maps/**/*.dmm
2015-05-13 19:09:40 +01:00
SkyMarshal
d1e918e203 Removes step_y variable. 2015-01-06 00:46:45 -07:00
Kelenius
a1348faa8c Cables are now stacks 2014-08-25 18:54:35 +04:00
Mloc
59821a2174 examples for fileList.txt 2013-08-12 13:55:54 +01:00
comma
1bca7c7454 Made character HUD show pain level instead of actual health.
Pain are calculated based on health, but all damages contribute differently, for example 50u burn will feel like 100u, but 50u poisoning would only feel like 25u.
2013-08-04 00:12:38 +04:00
Spamcat
11e27c5999 Merge branch 'bleeding-edge-freeze' of github.com:Baystation12/Baystation12 into loops
Conflicts:
	code/game/gamemodes/objective.dm
2013-07-01 19:49:29 +04:00
Spamcat
10ee1fbcfe World loops 2: Electric Boogaloo. 2013-07-01 19:43:56 +04:00
SkyMarshal
9591c3773e Maploader improvements: Now skips space tiles, properly parses lists, commented and cleaned up.
beach.dmm is now unescapable.
Fixes #3114
2013-06-21 20:14:11 -07:00
Chinsky
9e1aec0027 Virus2 machinery in Virology.
IA office.
2013-01-24 17:35:52 +04:00
GauHelldragon
85c9431aa4 Merge branch 'bleeding-edge-freeze' of git://github.com/Baystation12/Baystation12 into bleeding-edge-freeze
Conflicts:
	baystation12.dme
2013-01-15 13:59:10 -08:00
Cael_Aislinn
d532ec9712 add+fix missing files for jungle away mission, re-add missing atmos and security rigs, refactor and cleanup rigs
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-14 23:29:53 +10:00
Cael_Aislinn
8581932c57 Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into bs12_with_tgport
Conflicts:
	baystation12.dme
	code/game/objects/items/toys.dm
	icons/mob/back.dmi
	icons/mob/suit.dmi
	icons/mob/uniform.dmi
	icons/obj/clothing/suits.dmi
	icons/obj/clothing/uniforms.dmi
	icons/obj/weapons.dmi

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
2013-01-14 22:14:46 +10:00