Commit Graph

774 Commits

Author SHA1 Message Date
DeityLink
421820a669 hotfix 2015-08-20 17:11:15 +02:00
DeityLink
9f01c997a9 jobban check 2015-08-20 06:38:57 +02:00
DeityLink
da469e6f76 check convertables 2015-08-20 06:29:08 +02:00
Unfit
2468806099 cool hallucinations 2015-08-19 00:05:31 +02:00
Rob Nelson
dd25fa8957 Merge branch 'viewinterfaces' into 'Bleeding-Edge'
Fixes HTML in vars rendering inside VV.

See merge request !54
2015-08-18 20:46:50 +00:00
PJB3005
bd5d2a7e66 Attack log viewer. 2015-08-18 12:26:47 +02:00
Rob Nelson
d8a7173a92 Fix some performance issues on startup. 2015-08-16 18:35:42 -07:00
PJB3005
9d7ff729b6 Atom locking 2015-08-15 15:06:04 +02:00
PJB3005
13c46a9e5c Fixes Advanced proccall without target. 2015-08-14 01:55:51 +00:00
PJB3005
4f3619520e Create sounds fancier anyways 2015-08-09 16:11:02 +00:00
PJB3005
f2372b5a19 Big debugging/adminbus QoL improvements. 2015-08-09 16:11:01 +00:00
unid15
6c4d0add75 SHUTTleS 2015-08-06 16:59:13 +00:00
dylanstrategie
dac2e27ad6 Bring back Chaplain tweaks 2015-08-04 23:20:49 +02:00
D3athrow
2274dfa78a Re-enable xenomorph jobbans. 2015-08-04 13:45:16 -05:00
D3athrow
915a715f44 no messages 2015-07-31 10:50:02 -05:00
D3athrow
feb35d507a no no no 2015-07-31 01:10:25 -05:00
d3athrow
d5afe15761 Merge pull request #5503 from DeityLink/Bleeding-Edge
[View Variables] Teleport Here
2015-07-28 20:37:38 -05:00
DeityLink
ef7be1849e flashy vs stealthy 2015-07-28 23:22:11 +02:00
Kurfursten
20c4b89d1c Again 2015-07-24 01:47:44 -05:00
Kurfursten
342b34f3f2 deus ex machina 2015-07-24 01:46:23 -05:00
PJB3005
3bc5d86263 LIGHTING IS BACK.
AND A SHITLOAD FASTER.

SANIC.
2015-07-21 14:16:27 +02:00
D3athrow
d59f6a07b0 comment out panicwriter and saytesting 2015-07-20 16:04:48 -05:00
D3athrow
7a3ff4efc3 THE LIGHTING IS DEAD, LONG LIVE DAL 2015-07-18 23:05:18 -05:00
D3athrow
41d7df01fd just fuck my shit up 2015-07-18 02:30:51 -05:00
Wizardcrying
b93405e82a Sets suiciding to 0 for those that are affected by the admin Rejuvenate verb and also for those affected by the adminbus' Mass Revive. Also corrects a spelling mistake in topic.dm. 2015-07-08 17:13:07 -07:00
clusterfack
c8b370ba3e As it turns out this was never necessary 2015-07-05 14:41:11 -05:00
d3athrow
be5b4da7c8 Merge pull request #5228 from clusterfack/PURGE
Purges Ninja and its snowflake/badcode
2015-07-04 10:49:36 -05:00
D3athrow
257b09d586 FUCKing runtimes 2015-07-03 19:01:34 -05:00
clusterfack
09e9dcdc05 Purges Ninja and its snowflake/badcode
Removes basically any and all active references to the ninjacode. A fresh slate if we were to port ninja code from someone now.
2015-07-03 13:05:40 -05:00
clusterfack
4184528663 Rest in Peace
Burn in hell tick compensation
2015-07-02 15:07:52 -05:00
dylanstrategie
7dd39a9c52 Port experimental base_turf system from Baystation - Third time in a row
No, I don't know how to manually fix conflicts on a PR, and this doesn't
make me wanna figure out how it's done

Fuck you too for not even trying when you were working on Endgame @N3X15

Also thanks for fucking up my PR by stealth-merging a fix @Comic

Because Baystation has finally gotten around to it, and because the code
looked simple, I decided to get my hands on porting a system that allows
up to define base_turfs. As a bonus, it also defines them per Z-level.
So if you wanted, you could have a space station, and a Z-level on a
map-spanning asteroid, and then an away mission on land, all in the same
file

Note that you can modify it mid-round via a DEBUG flag verb, it will
however only affect destroyed turfs (it won't change space, which I
suppose is intentional)

Tested were destroying walls and floors and even dropping a bomb in the
middle of Medbay

Not tested were more finicky conditions like the Singularity or
buildmode. I simply replaced all ChangeTurf() instructions that pointed
to space, because that is how Baystation implemented it

Only problem with this is that it doesn't work on a per-map basis, so
unless some wizardry is done on that code, it'll be hard to get anything
interesting going with it

Discussions go below. Since this is pure code refactor, I doubt there'll
be much up to debate
- Old PR over at #5192
- Older PR over at #5167

Example picture (with the current code, there would be no lattices over
the sand) :

![dune](https://cloud.githubusercontent.com/assets/6137403/8409264/9d1b0e5e-1e76-11e5-9a53-13a972268c87.png)
2015-07-02 01:30:15 +02:00
dylanstrategie
72b5d69815 Address Clusterfack's feedback 2015-06-29 12:13:39 +02:00
dylanstrategie
5035431d20 Fix Start Singularity Debug proc
- Fix emitters not working (beam wasn't created and updated properly)
- Fix field generators using the incorrect proc to start up
- Fix Singularity spawning before the field generators warmed up
- Make the radiation mix more robust, can charge all SMES on max (needs
to be set manually, but shouldn't be as hard as setting up the whole
Engine)
2015-06-28 20:08:34 +02:00
dylanstrategie
d2dbb68ad3 AI Ion Laws - The Dynamic-ening
[Description pending since I'm a lazy fuck]
2015-06-14 23:08:33 +02:00
PJB3005
ae7ab25539 BAY LIGHTING PEOPLE 2015-06-06 22:15:21 +02:00
d3athrow
0718abc0c7 Merge pull request #4744 from DeityLink/STRIKE2
Strike Team Revamp part 2: Role tracking
2015-05-30 11:32:28 -05:00
DeityLink
968d7c5e55 += 2015-05-30 04:28:54 +02:00
DeityLink
f4d66f9c7c Strike Team revamp episode2: Role tracking 2015-05-29 07:48:28 +02:00
D3athrow
a96b51b787 s-sorry b-byond 2015-05-28 18:18:13 -05:00
D3athrow
ce796aec8d completely sane in every decision 2015-05-28 16:30:54 -05:00
DeityLink
d29cb2da21 Strike Team Revamp episode 1: Headsets 2015-05-27 09:56:03 +02:00
d3athrow
9376e300f2 Merge pull request #4555 from ComicIronic/SMESBatteries
SMES Cleanup + Portable Batteries
2015-05-22 12:10:54 -05:00
ComicIronic
2bf2ea1f6f SMES Cleanup + Portable Batteries
SMESs now fall under a battery type, which is a charge-storing power machine.
The battery charges and outputs in an OOP way.
SMESs now make terminals in the general way, which is also used for APCs.
Terminal is now a power machinery level var.
Currently impossible to get but fully functional are portable batteries.

Portable batteries:
 - Only work when connected to battery ports, but can be pushed around otherwise
 - Charge from the battery port's terminal, and output onto its tile, like SMESs.
 - That's basically it. What more do you want? It's a movable SMES, essentially.

Known issue with the portable batteries: they don't show load in the UI, because they never proc resolve(), but it's not major.
2015-05-20 16:26:30 +01:00
d3athrow
7426e713fa Merge pull request #4476 from DeityLink/msn
[Balance, Bugfixes] Fixed the Comms computer's interaction with emags, and more Comms computer stuff
2015-05-19 11:30:13 -05:00
D3athrow
3875f39b70 changing ticklag changes the processes interval to adapt. 2015-05-17 16:51:14 -05:00
d3athrow
358d15dcf6 Merge pull request #4463 from clusterfack/authenticator
Fixes
2015-05-17 14:22:06 -05:00
clusterfack
b87e693642 Fixes
Painstakingly goes through the 'in world' commit again to use the proper lists for all objects that are autoremoved from the machines list.

Also removes an extremely laggy proc called get_apc() which called locate throughout all related areas until it found an apc, links the apc to the area as only one is allowed per area.
2015-05-16 10:35:36 -05:00
DeityLink
b7db010e5c comms 2015-05-16 04:45:09 +02:00
d3athrow
9578dae557 Merge pull request #4377 from DeityLink/broomupdate
[Feature] Wizards can now use brooms to fly
2015-05-15 16:08:05 -05:00
dylanstrategie
38f5abdc9d Rework of cigarettes and cigarette-related items
[Description pending]
2015-05-12 18:16:26 +02:00