Commit Graph

6621 Commits

Author SHA1 Message Date
DJSnapshot
4492648491 server crash fix based off of https://github.com/tgstation/-tg-station/pull/2943/files 2014-02-28 17:38:58 -08:00
Ccomp5950
c56ec21ee3 Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
Conflicts:
	code/modules/reagents/Chemistry-Reagents.dm
2014-02-26 09:34:38 -06:00
Mloc-Argent
f5ab084eac Fixes admin attack logs to show up in-game as well as in the logfiles.
Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2014-02-25 20:36:46 +00:00
Ccomp5950
3ab7e8438a Runtime fix: Sparks trying to delete that which does not exist.
runtime error: Cannot execute null.delete().
proc name: start (/datum/effect/effect/system/spark_spread/start)
  source file: effect_system.dm,204
  usr: Mark Hoover (/mob/living/carbon/human)
  src: /datum/effect/effect/system/sp... (/datum/effect/effect/system/spark_spread)
  call stack:
/datum/effect/effect/system/sp... (/datum/effect/effect/system/spark_spread): start()
runtime error: Cannot execute null.delete().
proc name: start (/datum/effect/effect/system/spark_spread/start)
  source file: effect_system.dm,204
  usr: Mark Hoover (/mob/living/carbon/human)
  src: /datum/effect/effect/system/sp... (/datum/effect/effect/system/spark_spread)
  call stack:
/datum/effect/effect/system/sp... (/datum/effect/effect/system/spark_spread): start()
2014-02-25 00:28:00 -06:00
Ccomp5950
e098746209 Runtime fix: RP_Revolution's auto_add_rev_head loves that null.
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
  source file: rp_revolution.dm,198
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
  source file: rp_revolution.dm,198
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
  source file: rp_revolution.dm,198
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
  source file: rp_revolution.dm,198
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
  source file: rp_revolution.dm,198
runtime error: Cannot read null.client
proc name: process (/datum/game_mode/revolution/rp_revolution/process)
  source file: rp_revolution.dm,198
2014-02-25 00:20:44 -06:00
Chinsky
0ba65efd18 Merge pull request #4477 from Ccomp5950/runtimefixes
Runtimefixes
2014-02-25 06:01:59 +04:00
Ccomp5950
d5951781fd Runtime fix: Alarms keep trying to heat up space.
runtime error: Cannot execute null.heat capacity().
proc name: process (/obj/machinery/alarm/process)
  source file: alarm.dm,186
runtime error: Cannot execute null.heat capacity().
proc name: process (/obj/machinery/alarm/process)
  source file: alarm.dm,186

over and over and over.
2014-02-24 01:27:04 -06:00
Ccomp5950
0bcd89360a Runtime fix: I have no UI, and I must close it.
runtime error: Cannot execute null.close().
proc name: Topic (/obj/item/device/pda/Topic)
  source file: PDA.dm,485
  usr: Garry Myers (/mob/living/carbon/human)
  src: PDA-Garry Myers (Station Engin... (/obj/item/device/pda/engineering)
  call stack:
PDA-Garry Myers (Station Engin... (/obj/item/device/pda/engineering): Topic("src=\[0x2003e95];choice=Messag...", /list (/list))
NeroHarry (/client): Topic("src=\[0x2003e95];choice=Messag...", /list (/list), PDA-Garry Myers (Station Engin... (/obj/item/device/pda/engineering))
NeroHarry (/client): Topic("src=\[0x2003e95];choice=Messag...", /list (/list), PDA-Garry Myers (Station Engin... (/obj/item/device/pda/engineering))
2014-02-24 00:51:57 -06:00
Ccomp5950
1eb66f1f78 Runtime fix blood_DNA length checks when it's possibly null.
runtime error: Cannot read null.len
proc name: attack self (/obj/item/weapon/melee/telebaton/attack_self)
  source file: swords_axes_etc.dm,156
2014-02-24 00:47:55 -06:00
suethecake
32de00eed8 Fix to cloned gun issue - now your holster is located on your tactical armor. 2014-02-22 21:50:21 -06:00
Segrain
05c82c970b Tiny fix. 2014-02-22 06:56:51 +03:00
Segrain
2b9842c113 Smallfix. 2014-02-22 06:56:12 +03:00
Segrain
ef3b565f64 Fix for #4458. 2014-02-22 06:53:37 +03:00
Ccomp5950
63a0f1185e Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze
Conflicts:
	code/ATMOSPHERICS/pipes.dm
	code/game/dna/genes/powers.dm
	code/game/objects/items/devices/PDA/PDA.dm
2014-02-20 19:16:23 -06:00
Loganbacca
da3d82c1de Closet fixes
- Fixed a few closets not adding items to their contents at round start (wardrobes have the same issue, but I've already fixed them on master)
2014-02-20 17:54:27 +13:00
Loganbacca
8fd037820b Map fixes
- Fixed lighting issues in dorms (added APC to bedroom area, also gave cryo storage and dorm bedrooms their own area subtypes so light switches don't conflict anymore)
- Fixed 0-2 cable "pixel_y = 1" offset (it was making a 1 pixel gap between south-to-end cables on the map)
- Replaced research outpost piping with new subtypes
- Fixed a broken air supply pipe running to the research outpost auxiliary storage area
- Replaced a few plating turfs in space with airless platings
2014-02-20 15:59:10 +13:00
Loganbacca
f451fd42c1 Pipe tweaks
- updated update_icon() for pipes and manifolds to change the color instead of the sprite
- updated subtypes to use global defines for colors instead of hard coded html refs
- added an alpha tweak to hidden pipes for the sake of mapping (DM doesn't render semi-transparent icons correctly, but it does handle var/alpha tweaks) - this is overridden when the pipe is spawned in the game world with New()
(Thinking about it, we could potentially do away with the transparent pipe sprites by just using the alpha variable. May do this later.)
- fixed pipe painter
- unwrenched pipes now inherit their source pipe color, and also inherit it when reattached to a pipe network again
2014-02-20 15:50:12 +13:00
Chinsky
225b195934 Merge pull request #4454 from Loganbacca/bayfix
Various fixes
2014-02-19 04:25:17 +04:00
Loganbacca
ec3ae41708 Mech fab upgrade fix
Nano manipulators were not lowering build time at all.
Stock and Pico manipulaors were lowering build time by 6%.

This fixes that. Now: Stock = standard build time, Nano = 6% faster, Pico = 12% faster.
2014-02-19 12:49:27 +13:00
Loganbacca
b8b1bd82a4 Wardrobe fix
Fixes #4447

- Added a parent call to each wardrobe subtypes New() proc.
Wardrobes weren't calling obj/structure/closet/New(), so weren't adding items in the same location to their contents when first created.

- Removed wardrobe/New() proc.
So all subtypes don't inherit an extra set of blue uniforms and brown shoes. Only one wardrobe on the map is of this type, and it's on the derelict, so didn't think it was worth making a map change.
2014-02-18 11:12:27 +13:00
Loganbacca
347f4068c6 Various fixes
- removed double windows
- added pipe dispensers
- removed one rogue wire
- rearranged the atmos monitoring room based on forum feedback
- changed radiation collector blast doors to same switch network
- tweaked poddoor New() function so they render over glass if closed at round start
- setup engine room pipe network to neutralize the SM at round start - it now cools the nitrogen in the chamber
- added extra functionality to advanced airlock "purge" and "secure" buttons
- made a few tweaks to airlock/door controller NanoUI
2014-02-18 00:24:20 +13:00
Joey Haas
296e839f03 Fixed issue #4439 (Detomax ignores status of messaging server) 2014-02-17 00:18:28 +01:00
Ccomp5950
a7ae5d9a6d Merge pull request #4432 from RKF45/pdabomb
Quick fix for PDAs
2014-02-16 12:53:57 -06:00
DJSnapshot
5690e2e4c7 Code cleanup for traitors 2014-02-15 23:42:37 -08:00
Loganbacca
31c24df5e8 Chem grenade fix
- Restored "steam" code to chem grenades to handle grenades that don't have any reagents in them that react i.e. water grenades. (I removed it thinking it was only in there for handling foam reagents, but it seems it has more uses.)
This splashes the surrounding area in whatever reagents were leftover in the grenade after all reactions have occurred.
2014-02-15 23:30:56 +13:00
RKF45
d213d8cb80 Quick fix for PDAs 2014-02-15 02:07:21 +01:00
DJSnapshot
2a28269363 Merge pull request #4398 from RKF45/pdabomb
PDA bombs are now more balanced and random.
2014-02-14 16:40:26 -08:00
Ccomp5950
56f61d2296 Code effeciency project: Canister icon updates
Before:  If a canister is hooked up to a connector port it's icons were being deleted and recreated every tick.

After:  We store an update_flag that is a bitfield of the current icon and overlay states, and created a proc to check if it should change.  If not, we don't mess with icons.  Real simple.
2014-02-14 02:33:28 -06:00
Chinsky
499e364971 Merge pull request #4416 from Loganbacca/foam
Chem grenade fixes
2014-02-14 01:35:27 +04:00
Ccomp5950
4f3c404455 People in lobby won't see PDA messages. 2014-02-13 13:03:13 -06:00
Loganbacca
d35fbfd562 Airlock controller rewrite
- /datum/computer/file/embedded_program moved from embedded_controller_base.dm to code/game/machinery/embedded_controller/airlock_program.dm
- embedded_controller_base.dm cleaned up and identical parts of the controller subtypes were moved here
- embedded_controller subtypes moved to code/game/machinery/embedded_controller/airlock_controllers.dm
- Added nanoUI templates for airlock controllers
- Added a couple of classes to nano/css/shared.css for colouring buttons
- Minor map update to maintain airlock compatibility and fix a broken airlock near virology
2014-02-13 14:23:02 +13:00
Loganbacca
8fc4e4e7db Minor tweaks and fixes for airlock equipment
- Fixed DP vent pumps not changing direction
- Made airlock_sensor more versatile (and backwards compatible with old airlock code)
- Added airlock_sensor and access_button airlock subtypes for easier mapping
2014-02-13 14:21:18 +13:00
Loganbacca
02810f7e89 Chem grenade fixes
Fixes #3986

- Foam reagent inheritance fixed:
The trans_to() proc in Chemistry-Holder.dm was calling handle_reactions() every time it would add and remove reagents with add_reagent() and remove_reagent(). I've added a safety flag to both of these procs (and copy_to()) so that trans_to will not call handle_reactions() until it has added all the reagents to the target container. This allows foam to reliably take on the properties of other leftover reagents.

- Fixed a bug in effect_system.dm that wasn't applying reagents from foam to the environment.

- Tweaked smoke to apply reagent effects after it has stopped moving
This was causing huge reagent spam at the center of the smoke cloud as it was spawning, since they were being applied every time the cloud of smoke moved. Also changed it to apply the effects 2-3 times at longer intervals (2 seconds).

- Smoke also only effects tiles in a 3x3 grid now, rather than 5x5.

- Summary:
Chem smoke does slightly less damage (if it contains damaging reagents)
Chem smoke proc calls reduced by 60-70% (significant lag reduction)
Foam works properly again
Foam proc calls reduced by 70-80%
2014-02-13 00:15:02 +13:00
Mloc
09bdc9492a Merge pull request #4410 from Ccomp5950/dna2-cherrypick
DNA2 Cherry-pick (Dev -> Master)
2014-02-12 09:54:13 +00:00
Ccomp5950
942ce6ebc7 Merge branch 'master' of github.com:Baystation12/Baystation12 into dev 2014-02-11 18:07:19 -06:00
Ccomp5950
8ae8949b10 NanoUI PDA - Decreasing initial size of the screen.
Gonna miss my XBOX-LARGE pda screen.
2014-02-11 00:56:42 -06:00
Ccomp5950
caf23de805 DNA2 rangebug, if any hair/beard/eye RGB values are 0 it won't encode it into the dna.
This is a hacky fix and is temporary until I can sit down and figure out exactly why it's not encoding that block of DNA properly.

The result of it not encoding it into the dna is that if you clone the person they have a random value there that was assigned at round start.
2014-02-11 00:14:40 -06:00
Rob Nelson
64f83c51ad And now tested in game, with some fixes. 2014-02-10 22:47:29 -06:00
Rob Nelson
fa20b9c2ee DNA2 Bug Fixes - Part 2 (CHERRY PICK)
We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val.

This commit adds dna.Clone() and (UI|SE).Copy() where needed.  These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand.

This change also messes with the gene activation logic.

Conflicts:
	code/game/dna/dna2_domutcheck.dm
	code/game/dna/genes/powers.dm
2014-02-10 22:46:28 -06:00
Rob Nelson
1088888791 DNA2 EPISODE 2: Revenge of the Bugs
Made after DNA2 hit /vg/'s main server after no one tested anything.

* Gene activation/deactivation made modular, refactors domutcheck.
* Standardized genetics disks and injectors a bit in response to buffer corruption issues. (Untested)
* Lots of major bug fixes.
* Skin tones fixed.

Still needs further testing. All I did was mess around with monkeys.

Conflicts:
	code/game/dna/dna2.dm
	code/game/dna/dna2_domutcheck.dm
	code/game/dna/dna2_helpers.dm
	code/game/dna/genes/disabilities.dm
	code/game/dna/genes/powers.dm
	code/modules/mob/living/carbon/monkey/monkey.dm
2014-02-10 22:43:05 -06:00
Ccomp5950
5810970352 Ghosts can see PDA messages. (Redo: PR #4065 lost in merge) 2014-02-10 20:42:32 -06:00
RKF45
054df7a28b Keeping the PDA sane. 2014-02-10 21:14:04 +01:00
Segrain
5bead0c183 Adding blood to humans. 2014-02-09 13:32:42 +03:00
Segrain
8e11dabf96 Bloody feet. 2014-02-09 13:30:28 +03:00
Segrain
b4a8c370ba Colouring before updating. 2014-02-09 13:21:18 +03:00
Segrain
be61c65edd Proper indentation. 2014-02-09 13:12:49 +03:00
Loganbacca
4b1bb13ace Crate and closet updates
- Added atmos themed sprite for atmospheric technician secure closets
- Added a second radiation suit to radiation suit closets
- Added a solar pack crate (because adding crates to the map with this many objects manually is silly)
2014-02-08 18:35:13 +13:00
Loganbacca
e26844df12 New areas for engineering remap
- Also moved hallway from Caels Rust areas.dm file to main Space Station 13 areas.dm file
2014-02-08 18:34:32 +13:00
RKF45
5869a3fc38 PDA bombs are now more balanced and random. 2014-02-07 23:28:40 +01:00
Rob Nelson
a8d3c0601b And now tested in game, with some fixes. 2014-02-06 23:52:58 -08:00