Commit Graph

305 Commits

Author SHA1 Message Date
Leshana
30454ccdc3 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-sync-2018-02-23
# Conflicts:
#	code/game/jobs/job_controller.dm
#	code/game/machinery/oxygen_pump.dm
#	code/game/objects/items/weapons/storage/firstaid.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/mob/new_player/new_player.dm
#	code/modules/organs/internal/eyes.dm
#	html/changelogs/.all_changelog.yml
#	maps/southern_cross/southern_cross-1.dmm
#	vorestation.dme
2018-02-23 21:55:42 -05:00
BillyBangles
5486edf567 Adds various cabin-related things. (#4888)
* adds fireplace, makes bonfire generate heat

kinda, anyways

* adds sifwood tiles, fixes old blue carpets

old blue carpets are now known as "teal carpets." they still come in the
carpet crate from cargo.

* lets you dig up tree stumps with shovels

* changelogs in the house

* adds a delay to digging up stumps

digging up stumps is easier said than done
2018-02-21 15:45:01 -06:00
Anewbe
e588d6ad98 Ghetto splints now spawn properly when used in hand (#4857) 2018-02-18 01:09:34 -08:00
Arokha Sieyes
5967bb6dc5 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into aro-sync
# Conflicts:
#	code/game/objects/items/weapons/storage/boxes.dm
#	code/game/objects/items/weapons/storage/storage.dm
#	code/modules/mob/living/carbon/human/species/species.dm
#	html/changelogs/.all_changelog.yml
#	maps/southern_cross/southern_cross-6.dmm
2018-02-18 00:25:36 -06:00
Anewbe
7cc8fa0cba Gives Miners shinybits. (#4840)
* Gives miners marker beacons, moves their locker to another file

* Makes marker beacons ITEM_SIZE_SMALL
2018-02-17 11:19:48 -08:00
Leshana
7ed3d2c2f6 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-sync-2018-02-16
# Conflicts:
#	code/_onclick/hud/screen_objects.dm
#	code/game/objects/items/weapons/storage/storage.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/modules/admin/admin_verbs.dm
#	code/modules/clothing/clothing.dm
#	code/modules/clothing/gloves/color.dm
#	code/modules/lore_codex/codex.dm
#	code/modules/mob/living/simple_animal/aliens/alien.dm
#	code/modules/mob/living/simple_animal/animals/cat.dm
#	code/modules/mob/living/simple_animal/animals/goose.dm
#	code/modules/mob/living/simple_animal/simple_animal.dm
#	code/modules/mob/mob_defines.dm
#	code/modules/projectiles/projectile/special.dm
#	html/changelogs/.all_changelog.yml
#	maps/southern_cross/southern_cross-1.dmm
#	maps/southern_cross/southern_cross-7.dmm
#	vorestation.dme
2018-02-17 00:35:29 -05:00
MisterLayne
87d1c85534 I will fite these '<<'s. 2018-02-15 17:16:02 -05:00
Arokha Sieyes
ff228754b3 Merge polaris sync 01 17 2018
Planes, layers, human/update_icon()
2018-01-17 17:56:51 -05:00
Neerti
3715fa1f12 Ports /TG/'s Marker Beacons (#4529)
Ports an item stack that can be used to mark trails, useful for explorers, miners, and anyone else who doesn't want to get lost or wants to make the room more colorful.
2018-01-14 14:48:39 -06:00
Mechoid
ff02218ccb Hatchets - > Machete subtype. 2018-01-12 21:21:18 -08:00
Mechoid
5efc484595 Makes knives all knives. 2018-01-12 18:02:07 -08:00
killer653
3a2093ef40 Polaris sync 2017-12-21 04:01:07 -05:00
Anewbe
d0c580e0cb Reduces adv medical item healing from 5 to 3 2017-12-04 18:35:01 -06:00
Neerti
2f7db506eb Adds Variable Click Delay
Now certain weapons can strike faster or slower than usual. No weapons currently do this as this PR just lays the groundwork for that.
The click delay can also be modified with traits. The slime agility modifier makes attacks happen 25% sooner.
Adds debug test verb to display a weapon's DPS. It's really basic but should be sufficient for future force adjustments I might do in the future.
2017-11-28 16:11:56 -05:00
killer653
463b9c4dfb Edited files 2017-11-17 19:28:26 -05:00
killer653
da0bf3743b Polaris sync 2017-11-17 19:27:03 -05:00
Mechoid
fd287ec671 Nanopaste functions once more as an advanced damage kit for FBPs, ignoring the damage-limit of welders and cables. Now has a use-time for borgs and normal repair. 2017-11-17 11:44:07 -08:00
Neerti
09105a55b7 Fixes Bandage Spam Exploit
Removes ability to circumvent bandage limits by spamclicking someone. The check if its already bandaged is done twice, once at the start and once after the delay.
Replaces a lot of user << with to_chat().
2017-11-14 22:32:45 -05:00
killer653
0c480ec15f Polaris sync 2017-10-27 15:30:24 -04:00
Spades
edfa947278 These are not Vorestation edits. (#4088)
Y'all are confusing the shit out of us.
2017-10-16 23:01:30 -05:00
Cameron Lennox
15a6472d14 Pol Sync 2017-10-08 17:44:25 -04:00
Neerti
2f173dd16b Adds differing stack sprites
Ports most of /tg/'s sprites for stacks displaying their contents.  I added some of my own as well to fill in materials that we have but they didn't.
Moves all stack icons to their own dmi.
Reworks fifty_spawners to use paths instead of strings, as it prevents bugs in the long term.
2017-09-28 01:04:19 -04:00
Anewbe
4b2e4eeca7 Improves catwalks and railings 2017-09-23 20:43:51 -05:00
Anewbe
da75136b23 Fixes splints for crisis borgs 2017-09-19 21:40:02 -05:00
killer653
bddfa16f82 Polaris sync 2017-09-15 21:17:34 -04:00
Cameron653
2207d55e84 owo whats this 2017-09-15 18:43:43 -04:00
Woodratt
0bd91d1133 Floor tile, type and carpet change
- Ports the floor types, structure, and sprites (techfloor) from Vorestation (who ported them from Eris).
- Fixed missing techfloor floortile sprite icons (ported from Eris).
- No actual new floor sprites sans the techfloor. Saving for when we actually change maps to do that.
- In theory, also added a changelog for what I'm doing. Not sure if worked.
2017-08-28 23:00:15 -07:00
JOAN-RIG\Joan Risu
e79c5e3c01 dem conflicts need fixin 2017-05-29 03:21:58 -07:00
Leshana
5ae26332fa Merge branch 'master' into aro-tether-wip
# Conflicts:
#	code/ZAS/_docs.dm
#	code/game/area/areas.dm
#	code/game/objects/explosion.dm
#	code/modules/holodeck/HolodeckControl.dm
#	code/modules/mob/living/say.dm
2017-05-16 00:26:32 -04:00
Leshana
4fbfa7ee37 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into polaris-sync-2017-05-08
# Conflicts:
#	code/modules/mob/dead/observer/observer.dm
#	code/modules/mob/living/carbon/human/life.dm
#	code/modules/mob/mob_defines.dm
#	html/changelogs/.all_changelog.yml
#	vorestation.dme
2017-05-08 21:07:45 -04:00
Anewbe
9204176d58 Advanced medical stacks now heal some damage 2017-04-26 11:12:08 -05:00
Leshana
706ca5d0eb Ports new floor decals, floor types, and floor sprites from Eris 2017-04-18 23:20:17 -04:00
Arokha Sieyes
c57e6e75b7 Merge branch 'master' of https://github.com/PolarisSS13/Polaris into aro-smallsync
# Conflicts:
#	code/modules/mob/living/simple_animal/animals/cat.dm
#	code/modules/mob/living/simple_animal/animals/parrot.dm

Line ending changes?
2017-04-02 23:25:59 -04:00
Arokha Sieyes
4807b4e6e0 Fix nanopaste item size
I'm pretty sure this is an oversight, rather than a balance thing. Nanopaste is too big to fit in boxes or anywhere else, but seems to be identical to all other 10-stack items like medical stacks in other regards. It should probably be the same size as the other 10-stack items.

Even the icon seems to suggest this, since right now it is just as big as an entire box, though the icon seems to be more like toothpaste-tube and looks awkward sitting in the huge backdrop inventory space.
2017-04-02 19:33:25 -04:00
Arokha Sieyes
d6e0709fd0 Whups 2017-03-06 03:15:07 -05:00
Arokha Sieyes
4a768f8594 Makes nanopaste useful externally
Welders and wires repair 15 of brute and burn respectively, this only repairs 5 of both. So you can do it a lot faster with a welder/wires, but you can carry a nanopaste with you to fix that time you hit yourself with a box or something. Quick fieldwork w/o goggles and such.

Fixes #1105
2017-03-06 03:04:48 -05:00
MagmaRam
190a2bc70c Replaces [stack]/fifty atoms with atoms that spawn the normal stack
The stack/fifty objects were really buggy, this should fix all of that in one go.
2016-12-17 17:27:04 -06:00
Neerti
828dacf485 Centralizes weight class definitions
A lot of new defines are now in inventory_sizes.dm, which contains;
All the size identifiers (the thing that tells the game if something is bulky, or w/e).
Storage costs for all the sizes, which are exponents of two, as previously.
A few constants for inventory size.

Also changes all storage item's capacity definitions by basing it off of how many 'normal slots' exist for it.  This allows one to change the definition for all of the defines in the file, and everything will follow along without needing to change 500 files.  In testing, I made all ITEMSIZE_COST_* defines doubled, and nothing had broke.

The benefit of doing all of this is that it makes adding new weight classes in the future much simpler, and makes knowing how much space a container has easier, as seeing ITEMSIZE_COST_NORMAL * 7 means it can hold seven normal items.
2016-09-22 00:51:51 -04:00
Yoshax
8b48c8856e Replaces ORGAN_SPLINTED 2016-09-15 18:00:59 +01:00
Yoshax
795d3dfb7b Refactors splinting 2016-09-15 16:53:11 +01:00
Techhead0
820821dcff 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.
2016-09-01 00:10:50 +01:00
Yoshax
623cb52e84 Grammar typo fix 2016-08-07 00:51:33 +01:00
Yoshax
fad919c039 Adds telecrystal teleporting 2016-07-23 00:27:17 +01:00
Yoshax
21f856ed47 Multiplies all Telecrystal stuff by ten to setup for fine cost adjusting 2016-07-22 17:35:20 +01:00
Yoshax
c60407e6f4 Adds fifty stacks for all material stacks and makes drop pod actually drop fifties 2016-07-10 03:40:24 +01:00
Techhead0
deaac36479 Clicking a stack no longer transfers one sheet at a time. 2016-06-27 11:30:55 -05:00
HarpyEagle
fc063115df Makes do_surgery() into an item proc, refactors medical stack application
Surgery is now handled before attack() is called, no need to check that in attack()
2016-06-17 18:08:36 +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
19102ea3f3 Merge pull request #1776 from Mark9013100/5/27/2016blue_carpet
Adds blue carpet stack
2016-05-28 14:38:53 +01:00
Arokha Sieyes
ea6754597e Ports Bay's Robolimb Changes (#1779)
* Consolidates copypasta for repairing robolimbs

Also prevents self-repairing a limb you are using to hold the tool

* Fixes robot organs becoming undamagable after reaching cap

* Fixes repairing with cable not using any cable, repairing with weldingtool not doing eyecheck

* Removes ORGAN_ROBOT and ORGAN_ASSISTED flags, fixes #13123

* Fixes damage to robotic limbs not triggering organ processing

At the same time, robotic limbs with damage don't need to process.
However, it's much safer to explicitly have robot limbs return 0 from
needs_process() instead of not rechecking bad external organs.

* Build on HarpyEagle changes to apply to Polaris

Had to apply the change from flag to an enumeration.

* Removes unneeded file

* Fix bruisepacks, remove heart

Well, the unused bay version of the heart anyway

* Tweaks examine, reverts isSynthetic

Reverted that because Bay doesn't use it the same way. Also changed Examine to not list every robo-limb on non-FBPs in red, but left them listed as normal per Spookerton
2016-05-28 14:12:19 +01:00