Commit Graph

9505 Commits

Author SHA1 Message Date
Casey 2427db9b84 Merge pull request #12420 from FartMaster69420/borg-upgrades
More Upgrade Modules for Borgs
2022-03-12 15:44:14 -05:00
Verkister 18a3780e74 Fixes zaddat lunchbox adding extra hypos on all SB
Fixes zaddat survival lunchbox adding extra glucose hypos on all survival lunchboxes, or more specifically just overriding the loadout survival lunchbox.
2022-03-12 12:12:32 +02:00
FartMaster69420 c4d09997f7 Printable modules
Making the modules printable
2022-03-11 20:39:56 -05:00
FartMaster69420 f139c8369d Update robot_upgrades.dm 2022-03-11 17:26:37 -05:00
FartMaster69420 c195eba49a Update robot_upgrades.dm 2022-03-11 16:29:32 -05:00
FartMaster69420 35bded46c2 Merge branch 'VOREStation:master' into borg-upgrades 2022-03-11 16:23:30 -05:00
Casey a85cd666a6 Merge pull request #12392 from Heroman3003/cookiefix
Brings REAL cookies to everywhere they belong
2022-03-07 04:05:16 -05:00
Heroman fbb0a65231 Brings REAL cookies to everywhere they belong 2022-03-07 18:44:53 +10:00
Pandora a9a959ab89 The locker room's two blocks down 2022-03-06 16:26:38 +00:00
Pandora ead95082d3 Atmos Tech QoL 2022-03-06 06:00:36 +00:00
FartMaster69420 c3d2a3591f Borg Stuff 2022-03-05 12:22:03 -05:00
Casey 27b451a2c8 Merge pull request #12353 from GhostActual/Ammo_Boxes
Ammo Boxes
2022-03-03 16:22:34 -05:00
VerySoft 2153a45288 Change painting persist decay
Instead of paintings lasting 1000 shifts before being deleted

Now the system will store up to 1000 paintings, and remove the one at the top of the list (the earliest/oldest one) first when the maximum number of paintings is exceeded. 

Additionally, examining a painting that has been stored will move it to the bottom of the list, effectively renewing its lease in the system. 

This should make it so that paintings aren't just arbitrarily being removed for being old, and, the paintings that actually get looked at should stick around.
2022-03-01 20:50:05 -05:00
klaasjared e4ed93e11d Shotgun Ammo Boxes
Replaces all ammo boxes with new ammo box type (Alt-Click to remove shells) - put in separate Commit in case Admins don't want this

(Compile Fixes)
2022-03-01 01:27:54 -05:00
klaasjared dc2bc419c1 Secondary Commit 2022-02-28 22:17:03 -05:00
Casey 4b581b9aa5 Merge pull request #12333 from VOREStation/upstream-merge-8356
[MIRROR] Fixes non-growing spiderlings growing.
2022-02-27 15:08:15 -05:00
Casey 339b501b10 Merge pull request #12321 from TheDavestDave/saber
A more elegant weapon from a more civlised age
2022-02-27 14:27:10 -05:00
Atermonera 8bf40bf593 Merge pull request #8356 from Verkister/patch-82
Fixes non-growing spiderlings growing.
2022-02-26 14:08:49 -05:00
DESKTOP-4BUBN9N\Mike cf20e1fe39 I could break the president in two with my bare hands! 2022-02-26 08:56:02 +00:00
TheDavestDave 165a00356d saber to longsword
changes name to longsword
2022-02-25 17:02:34 +00:00
TheDavestDave bc57bedb5a change 2022-02-25 16:34:14 +00:00
TheDavestDave 98a0836af4 A more elegant weapon from a more civlised age
adds what is effectively a rebalanced sword.

instead of being in sword family it's in two handed, and allows some tricks.

Like most two handed weapons it gains a damage boost if wield. At 0.3 sharpness it will be as powerful as machete of similar material. Minus the cleave effect. If held with something in your other hand it does 0.1 sharpness, a third of the machete.

Also the parry ability ONLY works if wielded. So you can't use it with a shield or a second parry item. You can't even parry if you have a gun or pen in the other hand.

so pros
can parry

cons
needs an empty hand to parry
if used one handed is 1/3 as powerful as stock gear
starts out as steel and needs mats to upgrade
2022-02-25 14:41:27 +00:00
VerySoft baae6f7309 Don't mess with minitest! >:C 2022-02-24 21:17:32 -05:00
VerySoft 4b80c293ad Attempt to reduce sound based lag
So, I am not sure how much this will help or hurt. 

We have noticed that, there is a lot of lag that happens under heavy radio use, and Ascian noted that the playsound proc was seriously overloaded during those times. 

Notably, presently every radio in the game uses playsound to play the radio sound any time anything sends a radio message, even if the radio in question doesn't have the channel the message was sent to. 

And if you are unaware, playsound figures out who's in range of every source of sound and their distance from its source to adjust the sounds so that it sounds like it's coming from the right place in the world. 

Problem is, if the server's decently busy, that's possibly a hundred things doing that work every time any message comes over a radio.

I thought it would be better if, since the radio systems are ALREADY doing the work of figuring out who can see the radio message, that playsound doesn't actually need to do that work again for tons of different sources. 

ADDITIONALLY, the thing to determine if the sound should be played based on preferences is also a part of playsound, meaning that it STILL RUNS PLAYSOUND EVEN IF THE PREFERENCE IS OFF

So! I used byond's direct sound thing which, I THINK just makes your client play the sound and ought to use next to no extra server resources for it. 

The only downside is that we lose pitch shifting on the radio sounds, and we lose the sense of 'audio presence' for the sounds in the world. 

In short, this means that the radio sound will just, always sound the same no matter where it is in relation to your character. If you receive a radio message, the sound will play on your client.

The sound should also only ever play once for you per message, rather than stacking like it does when lots of people/radios are in the same place. 

ASSUMING THIS WORKS HOW I THINK IT DOES, this should reduce a lot of computer work for playsound on busy shifts. (And ideally, increase performance)

This change does also use and respect the same preference that already exists for radio sounds, so there will be no change in how that works.
2022-02-20 07:15:56 -05:00
VerySoft ed8c68e74a Item Bank - Do not store things crafted from material stacks
The item bank doesn't store what such things are made out of, and so, such things will not be correct when retrieved. 

This does not block things from being stored when made from the common crafting menu though, since those things spawn a defined item type instead of setting up material properties.
2022-02-19 20:23:42 -05:00
Casey fc7a67073b Merge pull request #12288 from Hatterhat/slimeiyoshi-plush
[ready] pastelprincedan plushie fluff item
2022-02-19 17:04:46 -05:00
Hatterhat 04ffef5571 Merge branch 'master' into slimeiyoshi-plush 2022-02-19 04:27:40 -06:00
Hatterhat 40c9947bca bro i dont wanna talk about loadout_general.dm 2022-02-19 04:23:35 -06:00
Heroman ae267030eb Merge branch 'master' into upstream-merge-8222 2022-02-19 18:41:29 +10:00
Casey 1432ca2b22 Merge pull request #12253 from GhostActual/Donk-Co.-Toys
Donk Co. Toys
2022-02-18 23:26:48 -05:00
TheDavestDave edbf41d089 Merge branch 'VOREStation:master' into primative-shield-2 2022-02-19 02:16:27 +00:00
VerySoft f01b5b6ff3 Fix a runtime with capture crystals
You can't tell a mob with no client or AI holder to follow you.
2022-02-18 18:36:53 -05:00
Casey de8906e315 Merge pull request #12247 from ktccd0/ktccd-dev-Corner-Sofa-Fix
Fixes sofa paths
2022-02-18 14:04:56 -05:00
klaasjared e8e7bf3990 Toy Guns
Toy Guns 2
Toy Guns 3
Toy Guns 4
2022-02-17 21:04:03 -05:00
klaasjared af020f08ad Toy Additions
Second Commit
2022-02-17 21:04:00 -05:00
TheDavestDave 70c93bcaf0 I forgot the lorge again 2022-02-17 15:28:28 +00:00
TheDavestDave 6dcadd97c0 primative-shields
a primitive shield, perfect for the next knights at castle mystic event.

it's much less cool, there's no metal ones. but it's literally the only low tech shield in our code right.

No really all other shields are made of plastic like the riot shield, or energy like halo jackles.

anyway it has 10 lower block chance than the explo shield and 20 less than riot. It's planks off wood and a bucket tied together
2022-02-17 15:14:18 +00:00
klaasjared 6550b428d2 Base Commit 2022-02-17 00:00:57 -05:00
ktccd0 210ba28c6b Undoes corp sofa fix
This undoes my fix for the corporate sofas specifically. Their object subtyping is awful, but there is enough redundant code in there to make the layers work correctly for them anyway.
2022-02-16 15:07:22 +01:00
ktccd0 618f11ad3e Fixes sofa paths
Sofas used to have really weird subtypes, now they correctly inherit from either the base (middle), left, right, or corner, which solves the issue with layers on the non-red corner sofas (which red sofas were exempt from due to them being the base object type).
2022-02-16 14:48:28 +01:00
klaasjared 58fe8ef497 Base Commit
Tresh
2022-02-16 01:50:14 -05:00
Casey 9b8bc2c486 Merge pull request #12233 from KillianKirilenko/kk-fluff
Heavy-duty Engineer's Gloves
2022-02-14 16:31:57 -05:00
Killian 3abb52f578 heavy-duty engi gloves
today's word is "funkoscopy"
2022-02-14 13:00:26 +00:00
VerySoft 4b50dff53a Uncapitalize curious crystal
that way it gets 'the' in front of it in messages.
2022-02-13 18:19:03 -05:00
Cerebulon f2bc8d030f Cybernetic Augments and Sick Tats 2022-02-13 02:52:16 -05:00
Casey 7f210547c5 Merge pull request #12194 from ktccd0/ktccd-dev-Pouches-Fix
Fixes pouches
2022-02-11 17:19:38 -05:00
ktccd0 e17770e14a Fixes pouches
Fixes hardcoded delays, fixed incorrectly copy-pasted code for item-insertion.
2022-02-11 11:06:08 +01:00
TheDavestDave 89c1bf4bbc strapless bag
a bag without straps taking out the body spirte. A kit bash of other things but should work
2022-02-10 18:56:31 +00:00
VerySoft 4d9af38a9b One last one! 2022-02-09 19:00:46 -05:00
VerySoft ea6e89f5f6 Landmark edit
Just make it add gateway landmarks to the latejoin list, since sometimes people spawn at the wrong place if their spawn point is set wrong.
2022-02-06 22:54:34 -05:00