Commit Graph

411 Commits

Author SHA1 Message Date
Clusterfack
639abe3c73 Merge branch 'fixjaunters' into 'Bleeding-Edge'
Fixes a jaunter runtime. Jaunters now work correctly.

sleep in New() was halting the proc, so it would delete the portal and then try setting its target

See merge request !136
2015-08-25 08:40:44 +00:00
DeityLink
0d550338d4 putting some order in my guns 2015-08-24 14:58:47 +02:00
Intigracy
51b211095e removes new() to just have it call the parent 2015-08-23 00:02:41 -07:00
Intigracy
eac6ef560a Fixes a jaunter runtime.
Jaunters now work correctly.
2015-08-22 19:21:15 -07:00
Unfit
0e53c2583b spook() proc
also remove spoilers from changelog

drug messages for gibber

fixed

more fluff - all for now

aaaaaa

fix for ghosts
2015-08-19 00:05:38 +02:00
Rob Nelson
214ab85217 Merge branch 'alien_food' of gitlab.com:unid15/vgstation into Bleeding-Edge
Conflicts:
	code/modules/mob/living/simple_animal/simple_animal.dm
2015-08-17 00:07:44 -07:00
PJB3005
da6aba619c smelting runtime 2015-08-17 02:02:00 +00:00
unid15
c21c53ef3b can butcher with pickaxes, lazarus works on butchered mobs 2015-08-16 11:16:01 +02:00
unid15
d1ec4a198f butchering changes & spess carps 2015-08-16 00:35:40 +02:00
PJB3005
9d7ff729b6 Atom locking 2015-08-15 15:06:04 +02:00
dylanstrategie
c6e238ec24 Revamp the Scoreboard 2015-08-06 23:08:47 +00:00
unid15
6c4d0add75 SHUTTleS 2015-08-06 16:59:13 +00:00
PJB3005
0eff6853ec Signal datum pooling. 2015-07-25 15:18:58 +02:00
PJB3005
1975056513 stacking machine frequency fix 2015-07-23 15:36:01 +02:00
d3athrow
e585a08b3e Merge pull request #5428 from PJB3005/FULL-OF-SHIT
Reverts DAL.
2015-07-22 19:25:25 -05:00
clusterfack
9d80e23449 Merge pull request #5390 from PJB3005/time-to-run
should fix the runtimes
2015-07-22 06:43:51 -05:00
PJB3005
3bc5d86263 LIGHTING IS BACK.
AND A SHITLOAD FASTER.

SANIC.
2015-07-21 14:16:27 +02:00
D3athrow
716da08594 fix #5393 2015-07-20 20:21:24 -05:00
D3athrow
ea38eeff60 Fix #5436 also somebody should redo this, no sense in remaking things constantly intead of just storing the hook and actual lantern. 2015-07-20 18:58:07 -05:00
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
PJB3005
3f39341c96 Removed the rocks. 2015-07-18 14:05:57 +02:00
D3athrow
41d7df01fd just fuck my shit up 2015-07-18 02:30:51 -05:00
ComicIronic
cc0fdaca02 Bugfixing.
Fixes #4903, one check was accidentally not.
Fixes #4385, C4 is now removed from overlays regardless of success.
Fixes #4902, throwing an offhand now makes you throw the main hand instead.
Fixes #4914, Ian now checks for Adjacency before tucking in.
Tries #5112, spell objects should now remove refs properly.
Fixes #5121, all put_in_hand code now checks that the item can be held.
Fixes #5151, designs with no materials now make their own again.
Fixes #5199, money bags now use cointype instead of stupid path code.
Fixes #5208, the dropped cable coil after a shock is now only 1 long.
Fixes #5278, now only mapped telesci consoles start with a cell.
Fixes #5306, coins on a string are now no longer placed into the coinbox if pulled out.
Fixes #5367, MoMMIs can now have their wires fiddled with and can be deconstructed.
2015-07-18 02:16:57 +01:00
clusterfack
3a2b72af48 Merge pull request #5376 from clusterfack/INTOTHETRASHITGOES
Removes more manual del() calls
2015-07-17 15:35:14 -05:00
PJB3005
5a615e0029 should fix the runtimes 2015-07-16 23:33:31 +02:00
clusterfack
6293688af9 Removes more manual del() calls
-Lots of things
-They all call delete
-Lots call spawn() unnecessarily
-They should garbage collect or be pooled now
2015-07-16 00:54:24 -05:00
d3athrow
4b7a0b3026 Merge pull request #5369 from PJB3005/href_exploiter_babysitting
recycling console ID fixed
2015-07-14 16:31:16 -05:00
PJB3005
a5f53b645d recycling console ID fixed 2015-07-14 23:00:14 +02:00
PJB3005
af788e6e71 sanic 2015-07-12 14:26:34 +02:00
PJB3005
6f56b1e6e9 Conveyors now gotta go fast! 2015-07-12 13:36:29 +02:00
PJB3005
2bd631edf3 SQUASHED 2015-07-07 12:36:05 +02:00
d3athrow
436e36750b Merge pull request #5251 from clusterfack/thebeaconbeckonsbacon
Changes beacon typepath
2015-07-06 17:56:12 -05:00
NigglyWiggly
119f37ab93 Pets; Slightly less retardation edition
I'm too stupid to fuck with conflicts and shit so fuck that noise. This
one should work.
2015-07-06 15:21:18 -04:00
clusterfack
fad36da401 Changes beacon typepath
Beacons use none of the advantages of being a radio, they don't send or receive signals in any portion of their code. The only thing they ever use from their inheritance is the variable name 'frequency' and nothing else.

Therefore I've moved them under obj/item and gave them a list (because of course everywhere in the code used IN WORLD to find them).
2015-07-05 21:16:01 -05:00
dylanstrategie
b87a8e42cd Add direction to this new instruction too, I have a feeling it's wrong 2015-06-28 09:33:28 +02:00
dylanstrategie
f0cb22ca38 Hotfix to mining lanterns 2015-06-27 10:30:32 +02:00
dylanstrategie
f46fa043cb Introduce Mining Lantern Hook flickering
Requested, you can now spook mining lanterns to flicker them

Flickering mining lanterns is hit and miss (testing doesn't show it
properly going on/off/on/off as expected), but it turns off when spooked
and back on when done, so here's that
2015-06-25 20:26:39 +02:00
dylanstrategie
de114570f7 Compile Hotfix
Because it compiled when it was branched off from Bleeding-Edge, but you
lack foresight when you're sleepy
2015-06-23 02:44:38 +02:00
d3athrow
1c68c5fa9d Merge pull request #5040 from dylanstrategie/Tungsten-Again
Change the lighting value of tungsten bulbs again
2015-06-22 18:29:57 -05:00
dylanstrategie
c1819c806d Move mining lanterns to a new .dm named mine_structures 2015-06-20 19:21:57 +02:00
dylanstrategie
e7df7ad539 Add wall-mounted lanterns, change asteroid lighting to use those
Nothing quite as nice and soothing as hanging lanterns while in a mining
base

- Add hanging mining lanterns. Use 1 metal to make a frame, apply frame
to wall, apply lantern to frame
- You can remove lanterns at any time in the same fashion
- Hanging lanterns give as much light as an actual lantern and still
have the same light, and best of all they don't use any power and work
anywhere
- Z-5 (Asteroid) was changed to use them in all outdoor areas. No more
APC shortages 5 minutes into the round
2015-06-20 04:26:41 +02:00
ComicIronic
23c177ca61 Fixes fabricators bugging out with material datums - storage was somehow not being a list. Fabricators will also not build if they are processing a building item. 2015-06-19 21:01:16 +01:00
ComicIronic
862ff2aac2 Fixes material slow Destroy() from hard del, fixes double shock from wires. 2015-06-19 13:58:47 +01:00
dylanstrategie
cfa7a1f2ab Change the lighting value of tungsten bulbs again
Because it wasn't merged quick enough and lolconflicts happened, #4961

Or how my recent work in the Source Hammer Map Editor has given me some
ideas on how our lights should be set

- Small light bulbs are now considered tungsten lights. The light is a
lot sharper, warmer (orange-ish) but still diluted enough to not look
like it is fluorescent
- A few items should be using that new light value, notably the mining
lantern, candles and cigarette-related items

In-game example :

![scrnshot1](https://cloud.githubusercontent.com/assets/6137403/8148382/e897adf2-129a-11e5-868b-1a3249dbcfdc.png)
2015-06-18 23:22:42 +02:00
ComicIronic
dfd55472d5 Fixes ore redemption machine, recycler overabundance, and multitool eating. 2015-06-18 15:46:58 +01:00
d3athrow
9ca7769ace Merge pull request #4584 from ComicIronic/MaterialDatumImpl
Material datum implementation
2015-06-16 16:44:54 -05:00
D3athrow
6f8f1ff08f 110% plagiarism 2015-06-13 20:18:43 -05:00
ComicIronic
06b5e60bbe Material datum implementation
Material datum functionality changed to mimic that of reagents etc. by
using a global datum list and an assoc value list.
Material datums added at the atom level.
starting_materials var added - on New(), the materials in the list are
added to a datum. An empty list generates an empty datum, a null means no
datum.
m_amt, g_amt, and where applicable gold_amt, etc. completely removed,
replaced with starting_materials where applicable.

Fabricators
Fixed a bug with fabricators taking design cost, not shown cost.
Fixed a bug with fabricators taking costs before a design was shown
completable.
Fabricators now transfer the materials they use in the design to the atom
produced's material datum.
Designs are now world-consistent : scanning the same atom will ref the
same design, and scanning an atom with a design will fetch it.
Mechanic fabs now add plastic cost on top of the design, not to it.
Mechanic designs no longer require random extra materials.
Mechanic designs are now material-specific, not type-specific.
Mechanic blueprint uses have been removed, in favour of a consumable
system.
RnD wires moved to the datum system.
Autolathe moved under fabricators. It preserves as much functionality as
possible.
Framework added for plastic costs on mechanic fabs to be toggled, and for
removal of designs to be toggled also.
2015-06-13 16:13:02 +01:00
PJB3005
9eaa5b6c76 Lighting optimizations.
Less lists, more optimized for() loops, more turf ref usage, better turf ref handling when the resolution is 1, pooling for lighting overlays
2015-06-07 22:57:11 +02:00