Commit Graph

51 Commits

Author SHA1 Message Date
DeityLink
04eaaf7153 The Paint & Linen Update [Splinter 5]: Painting Floors, Walls, Paint Rollers, High Rollers (#35534)
* Soft Reset

* white define

* alpha define

* high roller starting mats, recyk, and melt temp

* open container check

* removed radium prank, moved to a special interaction with the painting brush

* fixing conflicts in items.dmi (removed coin icons moved to coins.dmi)
2023-12-10 17:04:17 -06:00
Optimism333
02b9f6894a Vault: Mothership Lab Renovations (#34459)
* mothership_lab_renovations

* help_mapdiff_bot

* try_again

* help_vox_blood

* halp_vox_blood_errywhere

* slightly_expanded_explosives_shed

* fixed_a_few_stray_tiles

* adds_room_to_old_maint

* plus_a_few_cobwebs

* added_chairs_to_bar_counter

* adds_footstep_sounds

* bit_more_tiling

* adds_soil_footstep_sounds

* change_to_tgm_hopefully

* fixed_some_missing_tiles

* footsteps_for_raider_tunnel

* slightly_improved_control_room

* last_footstep_sounds

* the_actual_last_footsteps

* missed_a_tile

* woops

* missed_some_asteroid_tile

* put_ID_back

* rearranged_research_division_doors

* update_hobo_home

* oops_those_are_airless

* the_last_footsteps

* improved_few_more_things

* fixes_an_acid_shower_bug

* a_bit_more_hobo_tinkering

* added_lightbulb_to_admin_bedroom

* fixes_blood_splatter_color

* more_gym_rat_variety

* addressed_control_room_items

* repositions_flares

* thats_not_valuable
2023-07-03 18:56:02 -05:00
SECBATON GRIFFON
d567708cb9 Smoothed windows (#33574)
* first do some window code cleanup

* icons

* icon preparation

* actual smoothing

* do it in here instead

* do it in here instead

* fixes

* wont be needing this

* icon fixes

* fix

* fix

* neighbours on turf too

Co-authored-by: SECBATON GRIFFON <sage>
2022-10-28 17:47:17 -05:00
SECBATON GRIFFON
da695eb774 Relativewall code cleanup (#33539)
* Relativewall code cleanup

* some other PR maybe

* was testing something, again for another PR

* not used

* Revert "not used"

This reverts commit e70a197c22.

* standardised border object stuff

Co-authored-by: SECBATON GRIFFON <sage>
2022-10-21 12:42:15 -05:00
Optimism333
42dcf9d74b Resmooths Ayy Vault Walls (Mothership Lab Vault) (#32696)
* resmooths_ayy_vault_walls

* better_comment
2022-05-27 23:56:44 -05:00
kane-f
01cbad9c5d Grille and shuttle wall fixes (#31069)
* Grille and shuttle wall smoothing fixes

* Fix

* Fix

* Fix

* Fix

* Finally

* Except not

* Makes these not be see-thru able

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-10-12 21:13:54 +02:00
DamianX
d44ca11a8c Fixed lights bleeding through walls (#31024)
* Fixed lights bleeding through walls

* shorter
2021-10-09 08:33:17 -05:00
kane-f
efed6defb2 Shuttle wall fixes (#31003)
* Shuttle diag wall fixes

* Proper smoothing now

* Removing an awful colon check that shouldn'tve been used in the first place

* Trying this

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-10-08 10:12:06 +02:00
zth
3c7be6dfd1 A bunch more of duplicated procs. I'm expecting a failed travis because I can't compile where I am 2019-11-12 11:38:51 -03:00
ShiftyRail
85d64b0276 Role datums rebase (#19648)
* [ci skip] Automatic changelog update.

* Roidstation Science rework, maintenance improvements, bugfixes, oh boy (#19282)

* Science rework and lots of other stuff.

* literal one tile change

* fixed some windoors and the tiling in xenoarch

* added welding goggles and a welding helmet to engineering foyer for plasmafags

* fixed a broken disposals in escape

* fixed the table in warden's office

* [ci skip] Automatic changelog update.

* Roidstation: wired the cargo lobby APC and fixed pAIs (#19292)

* wired the cargo lobby APC

* Replaced pAIs with functional pAIs.

* [ci skip] Automatic changelog update.

* updates articwasteland (#19312)

replaces floors with unsim snow
clamps map size to size of map
adds 6-wide walls around the place

* File entry for snowplanet (#19311)

* file entry for snowplanet

* fixed borders and entry

* [ci skip] Automatic changelog update.

* Chemmaster pings when buffer is empty (#19306)

* Updated the Coin Press (#19234)

* The coin press code has been updated.

* Lets get minted!

* optimisation intensifies.

* My git client is being a git.

* Copied RnD machine crowbardestroy code.

* [ci skip] Automatic changelog update.

* Fuel tracks are now the color of fuel (#19304)

* [ci skip] Automatic changelog update.

* Supermatter Monitor (#18077)

* Supermatter Monitor

* some changes

* need to rebase

* functionalish

* done

* test tiny worst day of my life

* done

* [ci skip] Automatic changelog update.

* Fixes borer camera on host (#19297)

* Fixes borer camera on host

* Helper procs

* Multiple hotfixes for the Roidstation 1.1 release. (#19298)

* Multiple hotfixes for the Roidstation 1.1 release.

* Forgot to add labelers to Chem and to fix a broken pipe in Sec.

* Corrects ONE LAST Intercom

* Revert "Corrects ONE LAST Intercom"

This reverts commit 8935f9273f.

* mining cabin fixes, piping fixes, status display fixes, miscellaneous fixes

* primary tool storage intercom no longer eavesdrops on security

* [ci skip] Automatic changelog update.

* shelter tweaks (#19307)

* [ci skip] Automatic changelog update.

* secshuttleqol (#19309)

* Makes Observing Tolerable Again (#19321)

* machinery no longer spams observers

* plus

* Makes roid chemistry prettier (#19320)

* Makes roid chemistry prettier

* clean_stepxy

* Adds a maptool to convert step_x and step_y (#19093)

* Adds a maptool to convert step_x and step_y

* Squash me

* Squash me (give me the business all night long)

* [ci skip] Automatic changelog update.

* Standardizes projectile speed (#19308)

* Adds a ghost verb to hide other ghosts without having to toggle darkness (#19246)

* Adds a ghost planemaster for a hide ghosts verb

* What a dummy

* Fixes magic mouseopaque square

* [ci skip] Automatic changelog update.

* Adds unsimulated gas_mixtures (#19259)

* Adds unsimulated gas_mixtures

* Makes unsim turfs return unsim gas_mixtures
Also fixes code that would have caused a bug if it weren't for the fact that CELL_VOLUME is the default volume for new gas_mixtures

* Reinforce Asteroid Walls + Porous Rock Type (#19229)

* hardrock type

* new sprites

* testing done

* [ci skip] Automatic changelog update.

* missing descriptions for circuits (#19325)

* missing sdeiptions for circuits

* wrong var

* Adds hand labeler to Roid chemistry (#19328)

* Buff harm syringes to be less RNG-dependant (#18800)

Now, for a non-empty syringe, there is always a chance of at least 2 units being transferred.

* [ci skip] Automatic changelog update.

* Hasty fix to a hasty problem. (#19335)

* Hasty fix to a hasty problem.

This removes the possibility of negative reagent transfer, by clamping the var to 0.

* Ebin :DDD

* Aaaaaah

* Das wird ein Frühling ohne Ende...

* fixed engineering pacmans (#19338)

* [ci skip] Automatic changelog update.

* changes pickadie to synthocarisol (#19084)

* [ci skip] Automatic changelog update.

* Unsimulated tiles no longer universally behave like near-vacuum (#19346)

* cleanup packed (#19347)

* [ci skip] Automatic changelog update.

* Fixes synthocarisol not doing anything and also unatomically adds deep lore (#19361)

* Fixes synthocarisol not doing anything

* squash me

* Fixes wolf health examine (#19358)

* Fix wolf health examine

* No reason to bother with this check

* drag damage 3.8 remix hd

removed crit multipliers
lowered chances

* Fixes tree health examine (#19360)

* Fixed tree examine

* No need for this check

* walking prevents drag damage

* chance is per-limb, not global

* updates snowmaps, adds sim snow, snow stuff (#19349)

* [ci skip] Automatic changelog update.

* Nerfed pain (#19272)

* [ci skip] Automatic changelog update.

* fix number to make limbs not explode

* Fixes camera lights not updating during tracking (#19352)

* Fixed camera lights not updating during tracking

* Don't need to call light_cameras() twice

* [ci skip] Automatic changelog update.

* Ghosts see true identity of and can follow PDA message senders (#19355)

* [ci skip] Automatic changelog update.

* sorts wood stack crafting menu (#19367)

* [ci skip] Automatic changelog update.

* Fixes bunsen burner runtiming when attempting to log reactions (#19363)

* Click-dragging any equipped item to your hand (#19293)

* Click-dragging any equipped item to your hand

* rm shitcode

* Inactive pAI cards display an icon if there are people signed up to be a pAI (#19326)

* notification icons for pAIs awaiting someone to activate them

* it helps if you remove debug output doesn't it

* animated notification

* Chemmasters start with increased buffer size (#19305)

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* EFTPOS Reason Fix, EFTPOS can allow manual entry, and Adds card charging standardization to some machines (#19192)

* Fixes an issue with how EFTPOS' have the transaction reason invisible due to a whitespace.
Now features a new proc that helps standardize the flow of charging a card and allow situations where you do not require a card to process a transaction, assuming the security for the account permits it.

* Documentation tweak

* Use the linked_db, not the global one. We should get the database that the machine is assigned to.

* We were returning too soon! Would've let someone get something free by mistake.

* Forgot to send an exception if payment failed.

* Renamed define since it wasn't following the convention

* You can now use the remaining balance of your wallet before charging from your bank.

* You can partially pay with credits before using a card with a POS

* Now fails if the account database is down, documentation adjusted, and new failure code.

* Forgot a macro. Thanks R0B0

* Implements charge_flow for vending machines.

* Oops. Didn't use the not operator when I should have.

* Adds check to ensure the account database is online and functional, and adds a prompt if you want to use the remaining balance on your wallet first or not.

* Moves the jukebox over to the charging flow, and now dispenses change when canceled or uses it if swiped.

* Moved POS to use new charge flow.

* Vending machines can now hold funds, use the new charging flow, and provide change when canceled.

* Grammar is hard

* Trimmed some code.

* Revert "Trimmed some code."

This reverts commit e211907acb.

Nope it's still required so you can do manual entry.

* Vending machines now make noise when vending

* Made bicons a bit consistent

* Cancel the transaction if the player moved when doing the transaction.

* Added feedback when you move.

* Adds message informing of the remaining balance.

* Forgot a movement check.

* Travis Kick

Travis Machine broke.

* Forgot to remove the old visible message since it was moved

* Removed artifact of pasting

Because the jukebox and POS seemingly used the same code so it was easier to copy-paste the new code over.

* Documentation improvements and removing duplicate code

* Indentation mix up.
Doing edits on the web editor is just asking for trouble it seems.

* [ci skip] Automatic changelog update.

* Sulfuric acid deals burn damage, polyacid deals (a lot) of burn damage.  Metabolize very fast. (#19256)

* chemical burns

* fixes tramadol

* Chopped pacid down to 1.5

* [ci skip] Automatic changelog update.

* Cleaned up the list of different department radio keys (#19315)

* Fixed a runtime error for slime growth. (#19392)

* Fixes petting emotes for corgis and Dave (#19283)

* Players will now pet Dave instead of poking him.

* Fixed the emotes for Dave and corgis, and added a few different emotes for Dave.

* disarm should now poke Dave (but won't because that's broken and you'll punch him instead)

* fixed bopping, refactored code

* Readds "Grandpa" (#19287)

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* Inflatable Shelters Don't Gas Vox (#19357)

* ungax vox from shelters

* now has any

* [ci skip] Automatic changelog update.

* Mimes screaming audibly (#19389)

* [ci skip] Automatic changelog update.

* Emotes roundup (#19390)

* I'm not retarded, I swear to God

* Runtimes

* "Me"

* I sleep

* Fixes robot eye visibility and plane (#19387)

* Fixed robot eye visibility and plane

* Fixed plane for MoMMI parking lights

* Got rid of more bugs that could stand in the way of the eye lights coming on

* Stray pixel on basic MoMMI's emagged overlay

* Fixed eyes being invisible while hiding

* [ci skip] Automatic changelog update.

* Flap emotes work with fairy wings again (#19386)

* Flap emotes work with fairy wings again

* Requested changes

* [ci skip] Automatic changelog update.

* Escape pod shuttlification (#19359)

* Shuttlifiy escape pods, rather than having them be an area that teleports around in their own weird way.

* fixes packed and roid station conflicts

* Fixes escape objectives.

* damians daemons

* The keys on my keyboard exploded, and to my dismay there was no escape and I had lost control

* addresses bagel engineering complaints (#19399)

* addresses bagel engineering complaints

 - Aux engineering now uses yellow cables
 - Aux engineering and engineering are now connected
 - Aux engineering porta-SMES power connectors are now wired to the grid
 - Increased roundstart SMES charge to 90000 per SMES (18%)
 - Aux engineering SMES now powers engineering, rather than the grid
 - that one grille in the SMES room is now also powered

* remove conflict REMOVE CONFLICT

you are worst conflict

* missed a cable

* [ci skip] Automatic changelog update.

* packed atmos remodel (#19364)

* packed atmos remodel

* reas

* packedpipes

* [ci skip] Automatic changelog update.

* Fixes runtime(s) related to miming (#19404)

* Revert qdel thing (#19406)

* Stomach given its own reagent_container (#19121)

* Made stomach have a separate reagent container

* Typos

* Some tweaks

* Added an optional flag

* [ci skip] Automatic changelog update.

* Super Splint II Turbo EX HD Remix (#19368)

- Can splint your own active arm/hand
 - Can splint every single bodypart now
 - Much less likely to fumble splinting yourself

* [ci skip] Automatic changelog update.

* reverts 'Chloral Hydrate Rework #17091' (#18726)

* [ci skip] Automatic changelog update.

* Ethanol doesn't nuke your stomach anymore (#19413)

Like it says on the tin. I think everybody (Read: the bartender) would like it if people weren't afraid of touching his booze because said booze will kill both their liver and now their stomach. I'm sure there's a scientific reason out there why ethanol kills both the stomach and the liver IRL, right?

Double-whammy pls go and stay go.

* [ci skip] Automatic changelog update.

* Adds Clockwork Walls/Girders (#19393)

* Fixed animal deathgasps and * emotes work now (#19408)

* Brought back audible coughing (#19410)

* Puts proper "surrender" conjugation back in (#19385)

* Put proper "surrender" conjugation back in

* Purged comma

* Some Bunsen sanity (#19416)

* Fixed up tracks.dm (#19427)

* [ci skip] Automatic changelog update.

* Removes unlimited angie (#19438)

* Recursive set_glide_size() (#19431)

* Recursive set_glide_size()

* Pushing things is smooth

* LONG_GLIDE

* Metaclub escape pod fixes (#19437)

fixes the metaclub spacepods from crashing into the escape shuttle

* [ci skip] Automatic changelog update.

* BurntDevil helpfully reworked the Boxstation Bridge to be better. I am pushing this change on his behalf. (#19436)

* Roidstation 1.2 (#19434)

* Roidstation 1.2 Release - Expands maintenance across the station, especially below the Zoo, around Security, and above Disposals. Several bug fixes, namely missing pipes and wiring.

* Realized I wanted to add a few more vending machines. So I did.

* Last change - fixed up the ghetto bar a bit.

* Turf panel shows mouse_opacity = 0 atoms if they have names (#19433)

* shard box now has idtag (#19432)

* Mecha console tweaks (#19372)

* Can now toggle lockdown on a mecha console, rather than just lock it down.

* More tweaks and TLC

* Cleans up pixel offsets in all maps (#19327)

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* detective sprites (#19439)

* [ci skip] Automatic changelog update.

* Fixed the power monitoring computer on the bridge. Also added a supermatter monitor circuit to Tech Storage. (#19440)

* [ci skip] Automatic changelog update.

* Box Bridge Hotfixes Part 2 (#19442)

* Fixed the power monitoring computer on the bridge. Also added a supermatter monitor circuit to Tech Storage.

* AI pointed out that more cameras were needed on the bridge so I added them and improved the lighting.

* Central Hall APC is back

* [ci skip] Automatic changelog update.

* Roidstation 1.2 Hotfixes (#19441)

* Fixes numerous small issues and bugfixes.

* Last change: extra table hidden under a vending machine.

* Revert "Last change: extra table hidden under a vending machine."

This reverts commit 2d655ef399.

* Trying again to remove that damn table.

* [ci skip] Automatic changelog update.

* Noticed a huge bunch of issues when Roidstation finally got played and fixed them. (#19447)

* [ci skip] Automatic changelog update.

* Defficiency escape pod fixes (#19449)

🆑
 * bugfix: The defficiency escape pods are no longer set to home in on the escape shuttle.

* Fixes Angies charge so it's an actual charge (#19446)

OH FUDGE WHY IS THE WORLD VIBRATING

* Adds admittedly awesome admin anti-alias attenuation ability (#19445)

* Fixed firework sparkle plane and layer (#19443)

* Corrected Reactivate Camera plane and layer (#19444)

* Implements new fossilized plant features and related chems. (#19303)

* Implements new fossilized plant features and related chems.

* Make spiders from the drink spawn under the imbiber.

* Debit Cards, Bank Account Disable, & Other Retrofits (#19411)

* Split up the charging code to allow verifying account security alone.

* Using macro since a trader account can now be created on the first debit card for traders.

* Adds the new debit_card.dm

* Retrofit for vending machines to accept debit cards and no longer care for the name of the person for account verification, instead checks if the account number is the same and does a security check when applicable to verify.

* Charge flow retrofit

* Debit card retrofit

* Debit card retrofit

* Debit card retrofit

* Supporting get_card() proc that attempts to find cards on someone.

* Debit card retrofit

* Adds debit cards.

* Basic debit card graphic

* Debit card retrofit

* Can print debit cards from an ATM for $5

* Tweak to prevent searching without an account number.

* Moved creating a trader account to a macro.

* Using item's melt_temperature instead of a global

* Debit cards can be inside ATMs, heads get a department debit card in their lockers, and traders get debit cards on their shuttle computer.
And updated graphics.

* Swapped the \the around since it looked weird being the other way
And also added something to point out which card is being used for virtual wallets.

* 100% less loss of work

* Prevent only the presentace of a card counting as a card present

* Easter egg will use the old name instead of a fixed string

* Forgot a period

* Added FUN. Debit no longer requires a PIN at default security level.
Of course, this can be changed with the new global. Might consider a admin toggle.

* Renamed var to something more reasonable.

* Made the security checks more future safe.

* Accounts can now be disabled from a account database as an administrative disable or from an ATM as a user disable.

* You can modify security levels while disabled, but cannot downgrade to Zero

* Can now charge a card without enough funds provided the destination and source account is the same

* Disable link changes depending if the account is disabled or not

* Vending machines now prompt for PIN if attempting to enter edit mode.

* Define cleanup

* You can now define a authorized user on a debit card.
They are also recorded in the transaction log so you can figure out who spent all the money on pizzas.

* If a linked account gets disconnected for any reason a POS will default to the station account
Also shows the account name in the settings

* Supply and Order consoles can now read from a debit card

* Documentation tweak

* Forgot something

* Supply console now shows the cargo account if requisitions are on.
And mitigation against someone else using the console with someone else looking at it.

* Attempt to make less redundant code,
And added additional information to supply orders.
Reverting checking accounts only if the users changed. It'd cause a world of confusion if multiple people were working at the same terminal.

* Makes space in the HoS locker for everything to fit. (#19453)

* Makes room for a debit card in the HoS locker.
The Discord pointed out a lone flashbang was in the locker despite a box of them already in it. The lone flashbang was removed.
Also reserved an object when a mapper decides to add another locker to HoS dedicated to attire.

* Just makes room in the HoS locker.
Flashbang still removed, but moves the lawgiver magazine into the lockbox instead.

* [ci skip] Automatic changelog update.

* Changelog for #19444 (#19456)

* [ci skip] Automatic changelog update.

* Fixes remoteview giving you 1 second of vision even if the target resisted it (#19454)

* Fixes siren weapon and adds new variant made to fight the dead (#19422)

* Fixes siren weapon and adds new zombie-killing variant for the soon-to-exist shoal

* Reduces sharpness and enhances flavor

* dictionary.com

* Glasses update HUD instantly when equipped/unequipped (#19455)

* Supply Computers now respect account security & Grammar fixes (#19452)

* Cargo and Ordering computers now respect account security.
Added some \the and a message to point out which card is authenticating.
Fixed a runtime if a account wasn't found.

* Reorganized security check after checking a few things first.
Just to prevent some frustration.

* Adds more passive and hostile infestation mobs (with bonus relevant admin tool improvements) (#19421)

* goliath, david, madcrab, meatballer added. admin tools for hostile infestation added.

* added syphoner, grey gremlins and crabs to regular infestations. added mutated roaches and roach queens to hostile infestations.

* [ci skip] Automatic changelog update.

* GPS transmitting locations to others is now toggleable  (#18734)

* redoes it all to simply activate via alert()

* small fixes

* adds more checks to activation alert

adds more checks to activation alert and fixes usr to user in some cases

* [ci skip] Automatic changelog update.

* Fixed spiderling growth so they don't all turn into guards (#19462)

* [ci skip] Automatic changelog update.

* Hotfix attempt #2 (#19466)

* [ci skip] Automatic changelog update.

* Syndicate wheelchair wheels overlay (#19470)

* Syndicate wheelchair overlay

* Moved wheelchair icons to vehicles.dmi

* Fishtanks now drop circuit boards when deconstructed [READY] (#19477)

* Fishtanks now drop circuit boards when deconstructed.

* Derp wrong item to eject.

* [ci skip] Automatic changelog update.

* Adds replicant grilles (#19417)

* Shocked vending machines spark just like airlocks (#19472)

* literally replaces all solo antag objectives with "just bee yourself" (#19485)

* removes solo antag objectives

* removes solo antag objectives

* removes solo antag objectives

* removes solo antag objectives

* removes solo antag objectives

* removes solo antag objectives

* removes solo antag objectives

* Revert "literally replaces all solo antag objectives with "just bee yourself" (#19485)" (#19487)

This reverts commit b862ebd4cd.

* More clockwork crap (#19486)

* Attempt to rehabilitate bot attackby() code somewhat (#19490)

* Bot attackby() fixes

* Fixed welding bots with an unlit welder

* Adds a client preference for pulling actions (#19503)

* Jecties (#19502)

* adds yummy jectie treats

* polishes sprites, reworks chances and bitesize, adds group jectie sprites

* Fix exile implants not preventing people from leaving the asteroid zlevel (#19522)

* Fixes wheelchair gliding (#19524)

* Component processing subsystem (#19506)

Moves component processing to a subsystem, rather than have to trawl through life and add something to fire it each time in every override that doesn't call the parent.

* drag damage 3.8 remix hd (#19365)

* drag damage 3.8 remix hd

removed crit multipliers
lowered chances

* walking prevents drag damage

* chance is per-limb, not global

* fix number to make limbs not explode

* Adds corpse spawners for every roundstart role (#19491)

* Adds corpses for every roundstart role

* Sorry Palpatine

* please don't break everything

* Disarm now ignores armour (#19007)

* 2

* Revert "Disarm now ignores armour (#19007)"

This reverts commit 5b72e052a7.

* Revert "Adds corpse spawners for every roundstart role (#19491)"

This reverts commit c94464d4a6.

* Revert "drag damage 3.8 remix hd (#19365)"

This reverts commit 5800201af5.

* [ci skip] Automatic changelog update.

* load migration 012 (pull prefs) (#19541)

* newbotany on suicide watch (#19551)

* bagelroundup (#19550)

* [ci skip] Automatic changelog update.

* Enable the pulltoggle preference migration in the DME.

* Revert "Enable the pulltoggle preference migration in the DME."

This reverts commit 42fa49691f.

* Humans can no longer be martians (#19572)

* Lightswitches glow slightly in the dark (fixes #18195)

* You're a machine

* Adds bank account security prefs (#19547)

* Adds bank account security prefs

* right, that's not live yet

* fucking SPACES

* okay i guess we're removing 012 again

* Use INTEGER instead of TEXT for storing preferences.
Plus other changes.

* String represent of bank security level numbers is now shown.

* Fixed typos and added suggestions

* fix explanation

* clarify which account is secure

* [ci skip] Automatic changelog update.

* Makes the supermatter crystal actually generate more power than shards (#19480)

* Makes the crystal lose power more slowly than the shard. Turns related magic number into vars.

* Raise power_loss_modifier on crystals to 5x the shard.

* [ci skip] Automatic changelog update.

* cell desc

* Update cell.dm

* cargo never late

* break cell lockers (#19593)

* [ci skip] Automatic changelog update.

* wielding animals (#19586)

* [ci skip] Automatic changelog update.

* no more electrofailure (#19592)

* [ci skip] Automatic changelog update.

* box roundup (#19573)

* haunted arcade (#19571)

* Ends Drone Love (FFF5) (#19553)

* ends drone love

* Update drone.dm

* Fixes SPS not beeping (#19554)

* [ci skip] Automatic changelog update.

* unlimited rename time (#19591)

* [ci skip] Automatic changelog update.

* Update cell.dm

* SPS Spam fix (#19596)

* Silly me

* Aaah

* Yikes.

* Adds medical secure crates (#19581)

* Diona Need Nonmonkey Blood to Evolve (FFF13) (#19584)

* diona blood restricted

* EXTREMELY risky no-compile web update

* Human

* holoman shelter runtime (#19570)

* use items on extractor (#19585)

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* helter fixes (#19559)

* Metaclub Asteroid Overhaul (#19549)

* major

* added cameras fixed executions

* [ci skip] Automatic changelog update.

* adds check to lock_atom() (#19556)

* [ci skip] Automatic changelog update.

* Ungunks carog computer (#19539)

* Ungunks Cargo ordering computer

* Sonix's suggestion

* Lets you re-order items inside containers via mousedrag (#19529)

* Adds mouseswap for container items

* Swap to index, not swap just two items

* Sanity

* [ci skip] Automatic changelog update.

* Fixes the message feedback when you place someone into a shelter, and adds click dragging (#19561)

* fixes the visible_message when putting people into shelters, adds click dragging into shelters

* requested changes

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* Include the forgotten pulltoggle column in saving character prefs.

* Revert "Include the forgotten pulltoggle column in saving character prefs."

This reverts commit e6764af674.

* Make the pulltoggle preference migration reference the proper table the preference should be in.

* clarke hacking (#19621)

* fixes sprite (#19617)

* more packed (#19618)

* welders hotsharp (#19622)

* Ports radial menu framework from AnturK's code with permission (#19599)

8682ed489a

* Removes reversible bug handling + message because it doesn't describe a bug (#19623)

* not a bug

* just take it all off

* Ungunks Packed chemistry (#19625)

* Ungunks Packed chemistry

* Ungunks packed chemistry pt2

* ungunks packed chemistry... PART THREE

* ungunks packed chemistry (squash me edition)

* runtime hunting (#19630)

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* stop breaking the database. (#19632)

* Removes rogue table in packed chemistry (#19635)

* cleanup box (#19631)

* Fixes overlay on constructed lightswitches (#19642)

* xyzt

* spell_code.dm, forgot that one

* Aaah

* Bbbbb

* Whoops
2018-09-11 15:31:57 +01:00
DeityLink
e71d6c4fba [Cult 3.0] Confusion & Deaf-Mute, Runes VII & VIII (#19006)
* confusion & deafmute

* gne
2018-08-04 17:07:16 +01:00
DamianX
ed4746b90e Bleeding-edge into role_datums, episode 3: revenge of git merge (#18712)
* [ci skip] Automatic changelog update.

* Beretta action: Electric boogaloo (#18362)

* Beretta action: Electric boogaloo

First part of a three PRs to make a new traitor bundle centered around akimbo pistols.
This PR adds the Beretta 92FS to the game, holding 15 9mm rounds per magazine. In addition, the Beretta 92FS is also added to the Summon Guns list for Wizards.

:CL:
	*rsadd: Adds the Beretta 92FS. Kong whiskey not included.

* Forgot to add the summon guns change for Berettas.

* fuggin pushes destroying MAH CODE

* Huh yeah, my copy-pasta skills are getting worse by the day.

* Restores PKA charge indicator (#18369)

* Restored PKA charge indicator

* Updated var name

* Player preferences can be edited during server start-up (#18352)

* Player preferences can be edited during server start-up

* Better safe than sorry

* Unit testing (#18329)

* Unit testing

* Fixes

* [ci skip] Automatic changelog update.

* Doppelganger tweaks/nerfs (#18353)

* Doppelganger tweaks/nerfs

* Oof

* Oof ! (bis)

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* Unbind the O key in hotkeymode so it can be used for macros (#18395)

* Noreact spray bottle (#18367)

* Adds the noreact spray bottle. Doesn't react straight away, slightly longer travel time

* adds sprite

* fixes adminordrazine (#18399)

* No-client messages for shades and constructs (#18401)

* No-client messages for shades and constructs

* No reason to repeat the name

* [ci skip] Automatic changelog update.

* Fail compilation with an error message if version is <512 (#18403)

* Request consoles notify user when their text is invalid (#18408)

* Fixed cult armor so it's wearable again (#18410)

* [ci skip] Automatic changelog update.

* Every day's a good day when you paint (#18351)

* Every day's a good day when you paint

* Let's paint some happy little trees right here

* Windows can now be rotated with alt-click. (#18268)

* Windows can now be rotated with alt-click.

* Re-adds fullwindow alt-click functionality.

* [ci skip] Automatic changelog update.

* Flashbangs on your tile ignore protection (#18375)

* [ci skip] Automatic changelog update.

* Corrects some of the IC dead checks to use the isDead macro (#18377)

* Fixed apiary/attackby runtime (#18417)

* Fixed bugged revive() regarding restraints (#18428)

* [ci skip] Automatic changelog update.

* Constructs and shades attackby fixes (#18422)

* [ci skip] Automatic changelog update.

* adds control datums, so you can control multiple things at once. (#18366)

* adds control datums, so you can control multiple things at once.

* moves the defines to a _DEFINE file

* Fixed revivecounter runtimes (#18421)

* Drugs that remove hallucination are 3x as effective while sleeping, 2x as effective while resting (#18398)

* [ci skip] Automatic changelog update.

* Interesting Crafting (#17540)

* Adds material inheritance to created objects, fleshes out material datums a bit

* adds description generator and quality generator

* converts qualityToString from a proc to a list by index

* removes \a macros as they would cause a JS error

* adds the mat_type variable to sheets, which holds the material type define that they represent. DO NOT MISUSE, or do, I'm not the law.

* instead of multiple different variables holding a sheet type, objects now uses a standardized sheet type variable

* removes doubleratchet

* tweaks descriptions some more. Things made via dorf stack recipes now inherit the materials sheet type when deconstructed

* calling the parent matters now

* I was only given the one fixyourshitnigger, I feel ripped off

* buffs the cost of dorf recipes

* fixes pointed out things

* [ci skip] Automatic changelog update.

* Adds the grease spell, spell aspect flags (#18373)

* Adds the grease spell, summoning forth grease (lube) either from your immediate location, or in an area in proximity to yourself

* adds spell aspect flags, for spell congruency.

Moves most of the spell defines to their own file, rather than being littered everywhere.

* [ci skip] Automatic changelog update.

* Updated mob resetVariables() (#18447)

* [ci skip] Automatic changelog update.

* Fixed uranium chair to diamond transmutation (#18449)

* Bee resetVariables() (#18448)

* Camera to blinder fixes (#18441)

* Camera to blinder fixes

* Now with fewer unnecessary bulbs created

* Got rid of bulb double negative

* Special cam to blinder continuity

* Fixed runtime, split decon list into separate vars

* [ci skip] Automatic changelog update.

* Updated helmet coverage flags (#18412)

* [ci skip] Automatic changelog update.

* Adds a robot maintenance crate to cargo (#18389)

* Adds a robot maintenance crate to cargo

* crate

* Tweaks because slimes is a crying homo

* [ci skip] Automatic changelog update.

* Cyborgs cover unlock on death (#18414)

* Adds a robot maintenance crate to cargo

* Makes cyborg covers unlock on death

* Revert "Adds a robot maintenance crate to cargo"

This reverts commit becf044207.

* [ci skip] Automatic changelog update.

* fixes some of the mobs I added for halloween that just weren't working right. (#18419)

* Relish and mustard condiments. (#18420)

* [ci skip] Automatic changelog update.

* Fixes vanishing cyborg cells (#18425)

* Passing var names this time (#18450)

* Stray white pixel on sawn-off shotgun in-hand (#18451)

* if(x.type in typesof()) -> istype() (#18453)

* if(x in typesof()) -> istype()

* 100% tested

* Fixed preferenecs formatting (#18455)

* Moved character records settings under the character-specific prefs (#18454)

* Fixed AI-eye runtime (#18456)

* [ci skip] Automatic changelog update.

* Player-minebot improvements (#18452)

* Humanize resets default language (#18464)

* [ci skip] Automatic changelog update.

* Fixed covering your face and body not preventing examine() from determining your gender (#18466)

* Defib burn husks again (#18463)

* tick tock goes the clock (#18426)

* tick tock goes the clock

* removes capitals

* [ci skip] Automatic changelog update.

* Sokoban vault (#18432)

* Sokoban [WIP]

* Rewards?

* Forgot this one

* Hmm did i fuck anything up by this

* Adds entrance

* Actually I was wrong again lol

* That's it for today

* Better cheating tracking, LORE

* Buff the vest of reflection, exclude it from spessmart

* [ci skip] Automatic changelog update.

* Fixed gibtonite item not exploding (#18469)

* [ci skip] Automatic changelog update.

* All code changed here is comedy gold (#18470)

* Adds syndie tape for sec, atmos, and engineering. (#18227)

* Adds Syndie Tape

* I'm dumb as bricks

* return standardisation

* [ci skip] Automatic changelog update.

* Fixed goonchat crash when opening 'save chat logs' (#18477)

* Stole some vending machine animations from Bay (#18476)

* Stole some vending machine animations from Bay

* vend_delay

* [ci skip] Automatic changelog update.

* Clean up goonchat (#18478)

* Fixed health scanner runtime (#18380)

* Adds More Shit To Autolathes. (#18328)

* Boop

* More

* Beartraps more expensive.

* Axes the axes. Same for the sprays.

* Radio messages no longer show the icon of the radio used to send them (#18370)

* [ci skip] Automatic changelog update.

* [ci skip] Automatic changelog update.

* Fixed spells runtime (#17815)

* Can now add robotic heads to the body (#18430)

* Can now add robotic heads to the body

* Can now put organs in those robotic heads

* Fixes Molotov logging and bottles breaking (#18481)

Actually does NOT fix Molotovs breaking, due to a BYOND bug, but if that bug gets fixed then it will

* Staff of Change bolts don't wipe wizard spells (#18461)

* Fixed #9955

* Default language isn't carried over from the old mob

* Splitting off languages part of this

* [ci skip] Automatic changelog update.

* collectible kitty ears are back to being permanently black (#18485)

* collectible kitty ears are back to being permanently black

* indentation was off

* Fixed runtime handler configuration runtimes (#18488)

* [ci skip] Automatic changelog update.

* Adds untable mutagen. (#18212)

* [ci skip] Automatic changelog update.

* Shift-MMB on things at a distance makes you point at them. (#18487)

* alt-click on things at a distance makes you point at them.

* Replace mmb swaphands with point, remove altclick point.

* Now mmb+shift

* [ci skip] Automatic changelog update.

* Action Button Runtime Hunt Episode 7: Runtimes die in magma! (#18446)

* Action Button Runtime Hunt Episode 6: Runtimes will never die!

* Wrong stick

* I'M NOT CRAZY

* I'M LITERALLY GRASPING AT STRAWS

* Removes screwy power (#18493)

* Removed screwy power

* Non-computer machines must check power too

* [ci skip] Automatic changelog update.

* Enables ghost pointing (#18489)

* Enabled ghost pointing

* Visibility sanity for pointed_at() in wolves

* [ci skip] Automatic changelog update.

* Removed areaMaster (#18459)

* reverted the change that made cat ears give brain damage (#18486)

* [ci skip] Automatic changelog update.

* Reverted the new dizziness (#18498)

* [ci skip] Automatic changelog update.

* Removes the anti-tamper device from the Tactical Assault Gear crate that can be ordered from Cargo. (#18483)

As previous mentioned in this issue, considering that no other cargo crate does this and the fact that Pomf presumably said one time that crates and lockboxes shouldn't be booby-trapped (I don't have a log for that claim, so take it with a grain of salt), I and others believe that cargonians (and other folks) shouldn't have the content of the TACTICOOL ASSAULT GEAR crate get dissolved bya blend of sulphuric acid smoke and capsaicin because they decided to very illegally bust it open for very legitimate reasons.

:CL:
	*tweak: NT decided to cut their budget allocation for anti-tampering device for the Tactical Assault Gear crate,

* [ci skip] Automatic changelog update.

* Updated HoP preview in character prefs (#18511)

*  Adds sanity to most cyborg/mommi verbs (#18415)

* Adds sanity to most cyborg/mommi verbs

* oops

* oops 2

* oops 3

* tweaks to make things less hellish

* actually, fuck mommis

* not needed after all

* getting unpowered removes your god dang map

* tweaks

* returns

* reverse stormtrooper gear descriptions (#18516)

* lets syndietape fit in belts (#18514)

* [ci skip] Automatic changelog update.

* Stops testing() abuse (#18504)

* Inhaler immulsions (#18520)

* Fixed blueprints just not working (#18521)

* Fixed blueprints just not working

* oops

* Moves gun calibers to defines (#18427)

* Moves gun calibers to defines

* changes shotgun shell and flare defines to 12 guage and flare guage

* Update weapons.dm

* Give handteles a destination select alt-click, make attackself automa… (#18244)

* Give handteles a destination select alt-click, make attackself automatically open a portal to the last destination.

* Sanity revisions.

* Handtele sanity.

* [ci skip] Automatic changelog update.

* Fixed a bug that made NT default silicons validhunting shitters (#18467)

* Fixed a bug that made NT default silicons validhunting shitters

* E V A L U A T E

* Re-evaluate

* [ci skip] Automatic changelog update.

* Fixed rune activation html (#18522)

* Removes stupid shit from wonderful wardrobe. (#18501)

* Remove stone mask, transmog masks, and holochips from wonderful wardrobe.

* Remove time suit and warping claws too.

* Fixes a goof in Jewvend's New() (#18528)

* Redid blinder fixes (#18482)

* allows grenadelauncher on armor suit slot (#18515)

* [ci skip] Automatic changelog update.

* Make night-vision goggles less green. (#18496)

* [ci skip] Automatic changelog update.

* :byond: (#18494)

* Basic way to eject things from transit tube pods (#18519)

* Added ejecting to transit tube pods

* List of pod contents when pod is entered, attack_robot(), and no unloading ghosts

* So ghosts don't make this print an empty list

* Have to declare others as a list

* Unload to the front of the pod station

* Limit on tube pod unloading

* Moved listing of pod occupants to examine()

* [ci skip] Automatic changelog update.

* adds more guns to summon guns (#18518)

* adds more guns to summon guns

* stunrevolver

* [ci skip] Automatic changelog update.

* Adds sanity to fabricator process (#18539)

* decoy balloons can now be bopped or popped by simple animals (#18535)

* I have to check if a weapon is passed on attackby() because doors are retarded (#18541)

* Fixed medbay vending machine turning blue (#18550)

* Make resin doors take damage from lasers and bullets. (#18553)

* Make resin doors take damage from lasers and bullets.

* Remove a return.

* [ci skip] Automatic changelog update.

* Adds an in-hand sprite for Salem (#18545)

*Adds a in-hand sprite for Salem
*Fixes Salem turning into Runtime when picked up

* [ci skip] Automatic changelog update.

* literally replaces R&D with Tetris and clearing a line gives you a random research point (#18555)

* [ci skip] Automatic changelog update.

* Revert "literally replaces R&D with Tetris and clearing a line gives you a random research point" (#18558)

* Revert "[ci skip] Automatic changelog update."

This reverts commit bf396be340.

* Revert "literally replaces R&D with Tetris and clearing a line gives you a random research point (#18555)"

This reverts commit 91cb6d94e4.

* Added bees to unsafe mobs (#18562)

* Make buckshot spread independent of the distance you click at. (#18543)

* Current progress

* Make buckshot spread independent of where you click on the screen.

* [ci skip] Automatic changelog update.

* Asthma can't be a roundstart random mutation anymore (#18568)

* Lazily fixes mommi holomaps fucking up (#18564)

* Make dark gygax overload stop making it invisible (#18567)

* [ci skip] Automatic changelog update.

* Show silicon ckeys at roundend even if they ghost. (#18534)

* Show silicon ckeys at roundend even if they ghost.

* Move get_key to unsorted.dm

* Remove a blank line

* [ci skip] Automatic changelog update.

* punk's not quite dead, but a little rare (#18433)

* punk is dead

* punks almost dead

* Can now create vampires through the create antagonists button (#18538)

* winter spellbook (#18536)

* [ci skip] Automatic changelog update.

* Fixes an illegal area in the hallway (#18577)

* Added 'Does Not Tip' backdoor traitor item (#18523)

* Added 'Does Not Tip' backdoor traitor item

* Actually implement the thing

* meh

* unga bunga

* derp derp

* [ci skip] Automatic changelog update.

* Added a progress bar to the benomorph evolve spell (#18582)

* Fixed species-specific spells removal (#18585)

* In-hands for training swords (#18581)

* [ci skip] Automatic changelog update.

* Make malf law not state html to chat, make all law zeroes appear red. (#18570)

* Adds thumbs.db to .gitignore (#18597)

* Adds .code-workspace to .gitignore (#18598)

* Fixed defib in-hands (#18586)

* [ci skip] Automatic changelog update.

* while hallucinating, chance your coworkers may look like a hostile mob (#18423)

* while hallucinating, chance your coworkers may look like a hostile mob

* hallucination and adminwarns

* gotta initialize

* can now fit a pai to a minebot (#18434)

* [ci skip] Automatic changelog update.

* Balances the masks of transmogriphication (#18205)

* Masks take 5 seconds to put on

Can no longer become boss mobs through the blank mask.

* formatting preferences, and more to the blacklist

* No more becoming hitler through mask use

* [ci skip] Automatic changelog update.

* Can now repair spacepods (#18540)

* [ci skip] Automatic changelog update.

* Buckshot tweaks. (#18571)

* Current progress

* Make buckshot spread independent of where you click on the screen.

* Remove unused function, tweak bulletstorm

* Fix various syntactic problems (#18604)

* Horror form fixes, part 1 (#18584)

* Horror form fixes, part 1

* Fixed horror form costing 0 chems

* [ci skip] Automatic changelog update.

* Beekeeping 3.6 (#18592)

* Beekeeping 3.6

* qsdqsd

* qdqsdq

* grammar

* [ci skip] Automatic changelog update.

* Turns out you can't preallocate associative lists (#18606)

* Turns out you can't preallocate associative lists

* consistency

* Friendly Fire 2: NT Boogaloo (#18607)

With the advent of security getting an RPG in their armory's secure locker, NT isn't free from the joys of friendly fire and collateral damage. Please don't bully.

* [ci skip] Automatic changelog update.

* remove_air() (#18593)

* Friendly Fire 3: NT with a vengeance. (#18615)

* Revert "remove_air() (#18593)"

This reverts commit 18167fff6b.

* Revert "[ci skip] Automatic changelog update."

This reverts commit 2983acce13.

* Revert "Friendly Fire 2: NT Boogaloo (#18607)"

This reverts commit 0507bed40e.

* [ci skip] Automatic changelog update.

* Stops testing() abuse ACT2 (#18549)

* Stops testing() abuse ACT2

* Easy weird trick.

* Robots can lift tape (#18605)

* Robots can lift tape

* Whoops, forgot how MoMMIs work. MoMMIs are now unaffected.

* [ci skip] Automatic changelog update.

* Weighted voting with a threshold (#18560)

* Weighted voting with a threshold

* Reset discarded_choices

* Atmos analyzers get air from the user's location instead of the turf (#18611)

* Atmos analyzers get air from the user's location instead of the turf

* Check to see if we need a unit volume

* Fixed null environment runtimes

* [ci skip] Automatic changelog update.

* Makes the disability unit test pass (#18618)

* Fixed 2 warnings caused by #18549 (#18616)

* Unit test for disability datums (#18617)

* Fixed atmos analyzer temperature range (#18620)

* [ci skip] Automatic changelog update.

* Fixed runtime in syndie atmos tape, plus message fixes (#18608)

* Ethnic cleansing (#18619)

* Remove duplicate defs; rename one def; fix some stray typos (#18599)

* Remove duplicate defs

* Fix more typos, re-add ED209 defs

* Move damage defines to the same spot

* okay actually re-add ED209 defs

* Fix damage layer runtime (#18626)

* Gripper transparent examining (#18629)

* [ci skip] Automatic changelog update.

* doors made less insane (#18542)

* why

why

* whoops, broke doors. Thanks for catching that.

* good catches all round

* A scream was heard across the land. The coder had found the forbidden spaghetti.

* It echoed across the rooftops, through the forest, and across the sea.

* It went unheeded, as they were not the only one to be screaming.

* Gripper two-mode dropping (#18627)

* [ci skip] Automatic changelog update.

* adds anvils (#18600)

* adds anvils

* Takes a lot of airflow to move an anvil.

* let's not go the casual way about this.

* [ci skip] Automatic changelog update.

* Beekeeping 3.6.1 (#18621)

* more beekeeping

* sqdqs

* better

* Ports colorful reagent from TG. (#18492)

* Adds colorful reagent. Mescaline psilocybin amatoxin.

* Not implementing that shit yet.

* Make bleach remove weird colours from items, turfs, mobs.

* Remove tab.

* [ci skip] Automatic changelog update.

* fixing some dumb runtime (#18632)

* Fixed runtime in gripper drop_item() (#18635)

* Fixed MoMMIs not being able to pick up their modules (#18636)

* [ci skip] Automatic changelog update.

* Fixes a good in human overlay code (#18631)

* Made EMPs instant(?) (#18602)

* fixes confusion with the pizza traitor thing (#18655)

* Changes the Albuteol (athsma medication) recipe. (#18588)

* Adds Magmaws (#18630)

* Adds the magmaw. They like to eat plasma.

* adds the magmaw to the roid. Makes them not burn themselves apart. They now resurrect if blasted by fire.

* mobs of the roid, destroy these invaders!

* [ci skip] Automatic changelog update.

* Timestamp med and sec records with the in-game time (#18658)

* [ci skip] Automatic changelog update.

* Albuterol is made with HYPERZONE, not INAPROVALINE (#18661)

In other news, everybody followed Shifty's blindness and didn't notice that he swapped the Albuterol recipe to use Inaprovaline instead of Hyperzine.

* [ci skip] Automatic changelog update.

* Records give seconds again (#18660)

* Door fixes (#18669)

removes redundant is allowed check on windoors, that would prevent you emagging them unless you already had access to them.

Tweaks the allowed check on blast doors, so you can't open them by hand, and bots can't bump them open.

* magmaw fixes (#18670)

* magmaw fixes

magmaw now revive when set on fire through plasmafire

magmaw death animation now plays properly.

* adds the fire_resurrect proc

* RIGGEDsky (#18663)

* [ci skip] Automatic changelog update.

*  General Security-related mapping improvements. (#18594)

* Changes the Albuteol (athsma medication) recipe.

* General Security-related mapping improvements.

* Fix compile, half-fix smartglass

* Reeeee English - 1

* Reeee English - 2

* Reee English - 3

* [ci skip] Automatic changelog update.

* Fixed robot clown stamp (#18675)

* [ci skip] Automatic changelog update.

* its (#18694)

* Office chairs for chemistry (#18624)

* Office chairs for chemistry

* fugging dreammaker

* fugging dreammaker

* fugging dreammaker

* Added separate attack verbs for lit and unlit states in matches, lighters, and cigarettes to fix issue #18572 (#18666)

* Fixed issue 18572 by adding seperate attack verbs for lit and unlit states in cigarretes, lighters, and matches.

* Made the variable declarations more consistent.

* Quantity selection for making changelings and vampires (#18673)

* [ci skip] Automatic changelog update.

* Can now attack pods (#18689)

Can now attack pods

Adds an obj-level on_attack proc, for when you hit a thing with an object. Holds the attack_delay adjustment for the user, the attack animation, the hitsound, and the material on_hit.

* Flashbang tweaks. (#18513)

* Flashbang tweaks.

* Lower the stun cap from 4 to 2, makes it more progressive.

* Dumbass

* [ci skip] Automatic changelog update.

* glock mag fix (#18703)

* [ci skip] Automatic changelog update.

* Fixed backwards borg holomap sanity (#18707)

* [ci skip] Automatic changelog update.

* Fixes
2018-07-03 04:28:11 -07:00
Adrian Dias da Costa Lima
6e7d6250e2 - 2017-10-09 23:44:54 -03:00
Adrian Dias da Costa Lima
50dd7eeb81 smoothwalling works on dismantle 2017-10-09 23:42:42 -03:00
JMWTurner
211a1db832 StrikePlus 2017-07-29 23:26:19 +02:00
PJB3005
1a2f9ab059 All the EOLs are now LF.
Fuck you too 0D :^)
2016-01-16 23:28:07 +01:00
PJB3005
3cca5692af Removes the panic writer messages. 2015-11-20 03:17:06 +01:00
D3athrow
d59f6a07b0 comment out panicwriter and saytesting 2015-07-20 16:04:48 -05:00
D3athrow
41d7df01fd just fuck my shit up 2015-07-18 02:30:51 -05:00
D3athrow
5796813948 FUCKING REVERSIONS 2015-05-11 20:02:13 -05:00
D3athrow
9c21244617 REVERT GAS DATUMS UNTIL COMIC FIXES THE PERFORMANCE ISSUES: PLEASE WORK ON THE GASDATUMS BRANCH https://github.com/d3athrow/vgstation13/tree/gasdatums in the mean time. 2015-05-10 22:55:46 -05:00
DeityLink
d583b5f64a smooth riveted walls 2015-05-09 11:15:27 +02:00
D3athrow
920d05c9e0 Lots of runtime fixes 2015-05-04 20:38:51 -05:00
eswordthecat
5e7d92ae60 Replace istype to ispath because it's the appropriate proc. Also replace list by string for smoothwall. 2015-02-07 11:59:55 +08:00
eswordthecat
97fbe618f4 Remove list initialization at /atom. 2015-02-06 16:43:34 +08:00
Rob Nelson
0ee1fe47c0 Wallsmoothing 2.0 fixes. 2014-10-31 16:22:01 -07:00
Chris
705c57d799 REVERT Local changes for bug/stability/random shit i thought up (reverted from commit c6611d37ad) 2014-10-04 13:38:31 -05:00
Pomf
c6611d37ad Local changes for bug/stability/random shit i thought up 2014-10-04 11:07:22 -05:00
Rob Nelson
acc3e63a2c Bugfix for wall smoothing. 2014-08-16 18:23:21 -07:00
Rob Nelson
ebf7b75f3f Recoded wall-smoothing for optimization. Fixes #835. 2014-07-25 13:07:11 -07:00
ESwordTheCat
337bc83e0d Add these changes from WIP force merge of it. 2014-06-26 06:52:56 -08:00
ESwordTheCat
e40fa55b3b Fix destroys() not calling parent, tweak qdel to use one loop only. 2014-06-14 15:26:29 -08:00
Rob Nelson
097559eef9 GC fixes. 2014-02-16 12:37:06 -08:00
baloh.matevz
45acf4146e - Fixes issue 985. false walls are now called 'wall' instead of 'falsewall', which made them obvious.
- Moved some smothwall code from smoothwall.dm to false_walls.dm to make it so doubleclicking falsewalls actually gets you to the define.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4796 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-02 21:40:36 +00:00
baloh.matevz
b946fa1d81 - Moved the r-wall define to after the definition of wall. It always bugged me and I must have fixed that 20 times in my local repors by now... Strange how I never committed it.
- Fixed issue 738 Hidden walls now properly update when adjacent tiles are changed.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4442 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-16 18:19:21 +00:00
sieve32@gmail.com
459c558898 -Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.

r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds

[VGTG]

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-23 00:48:51 +00:00
sieve32@gmail.com
93e4d2c1ff Quick bugfix for falsewalls, defined an update_icon() for them that is called by smoothwalls to keep the icons from de-syncing.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3989 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-05 19:21:27 +00:00
petethegoat@gmail.com
72c72c47d3 Sieve stuff, this is a stupidly big commit, I'm sorry, I really am.
Full details in this thread:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8898
And a summary of the most important bits:
-Door animations no longer desync and do the open-close-open thing. That's been around so long most people don't even notice
-Welding tools no longer get their icons desynced
-Fixed unpowered mineral door runtimes
-Chemistry machines now require power to run
-Fixed the proc to apply radiation based on armor, which means that you can actually not die of radiation as quickly if you wear armor that protects against radiation
--By fixing this, it also fixed the singularity, so you might want to be careful next time you run by it naked
--Also means that radiation events take armor into account. How great
-Hopefully have a bugfix to prevent borgs from using lag to enter the game without an AI or laws, but I cannot test it myself other than that it didn't break anything
-Disposal sound can only play once every couple of ticks, so no more ear-rape by disposals!
-Lasertag guns can no longer be used to make lasergun turrets
-Cleaned up stray pixels on several doors and the lasertag guns

-Reworked how falsewalls work, now whenever you attack them with certain tools (drills, welders, etc...) it instantly turns them into a wall and pushes the attackby(), meaning you might not even notice that you just drilled down a falsewall, and at the very least they are much more fitting
-Omni-directional PA console! Never have to worry about rotating that fucking computer again, because now it does it itself!
-The Marisa robe that spawns in the theater no longer protects like armor
-Tweaked coefficient list for fake insulated gloves (misplaced punctuation messed up the list a tad)
-Moved falsewalls out of 'transfer_valve.dm' and into 'structures.dm'
-Tweaked smoothwalls so it only connects walls with like minerals (only seen effect is on the new walls)
--Also added appropriate signs to areas
-Reworked portable turrets to be a lot less laggy, now they determine the projectile type once, then save it so they don't have to go through else if chains every time they fire
-Added many sprites from WJohnston, but many are not fully implemented (Mostly floor ones)
-Added a vending machine for engineering, the Engivend. Apparently it was needed because of the lack of availability of the Autolathe or whatever.
-Added WJohnston's Dark Gygax sprites, then made a Death Squad Gygax out of them. A bit tougher than the standard Gygax, improved battery, and is pre-fit with gear, ideally for 'hit and run' tactics
-New Odysseus construction sprites, also removed the Odysseus Carapace in favor of plasteel like the Ripley, meaning they in terms of construction, a Ripley is equivalent to an Odysseus 
-Added an 'is_hot()' proc, when called it returns the temperature of the item in K, while taking into account things like whether or not the item is active or whatever
-Rewrote the Experimental Welding Tool, now instead of having a super-sized tank, it uses super-concentrated plasma that is turned into gas inside of it as its fuel source. Meaning, it will never have to be refilled, but it takes time for it to fill itself
-Added WJ's firelight sprites and code. Wanted to use them, but haven't had a chance to really implement them, but still, they're there

-Turrets made with lasertag guns now fire their respective team's bolt
-The turrets also automatically target anyone on the opposing team (But will continue to shoot at anyone, for shits n' giggles)
-Turrets get corresponding sprites based on team
-Shooting a turret with a different team's laser will disable it for 10 seconds
-You can also make ED-209's for your lasertag games/pissing off sec
-These are constructed just like a regular ED, but instead of a security vest and taser, it requires a lasertag vest and gun (same colors)
-When geared for lasertag, They will not arrest anyone nor melee them, only patrol (if set) and shoot
-They have their color schemes as well, and can be disabled just like turrets
-For both turrets and EDs, when geared for lasertag, they will not shoot anyone on the ground, this was due to very quickly learning how fucking OP that was for 1 turret to stunlock 3 people for eternity
-And when they are geared for lasertag, both the turrets and EDs have their access changed to maint, clown, and mime (This will not stop any of them from being shot, however)
-As a side note, you can also make lasertag stationary turrets for any map-related things

-Now walls are based on a plating system, meaning all walls have a girder with a mineral plating on top of it.
-As of right now, usable minerals are Silver, Gold, Diamond, Uranium, Plasma, and Sandstone (Lacking sprites for wood, *cough*)
-This also carries over to falsewalls, so you can make falsewalls out of any of those minerals
-Also, this carries over to powered doors, meaning you can construct useful doors out of minerals, so you could have actual diamond forts with doors requiring access to get in or whatever
-All of these are standardized, and for the most part work just like regular walls, meaning if you start slicing a wall, it will drop the mineral, or if you drill it, or whatever
-What was mentioned with the smoothwall tweak above, only walls of the same mineral will connect, so it all looks very nice
-Doors and walls made of uranium emit radiation when interacted with, with walls causing a 'ripple' effect, so the more walls nearby, the more radiation you get hit with
-Doors and walls made of plasma burn. It's a short, quick burn, but can easily be compounded in large structures
--As a note on plasma walls, I cannot get atmos and plasma walls to play nice (Since they are airless turfs), so I can't actually get them to ignite based on air temperature, but when they do ignite, they will auto-magically ignite nearby plasma walls, with a reduced temperature, meaning that if you want a massive chain reaction over a huge area, you better use something a bit hotter than a lighter
--Also, when plasma walls burn, they simply leave behind a girder, while doors leave assemblies
-Lastly, for nearly any kind of destructive action, Diamond walls are much more resilient, meaning they will take twice as long to be destroyed, and are immune to the effects of thermite
(Also, sprites for plasma walls and uranium walls are shite right now, waiting for replacements)
Update:
-Added cult walls as a 'mineral wall', meaning they will work on the same system and 'ReplaceWithMineralWall("cult")' will change any turf into a cult wall, hopefully for some cult-related activities soon

R&D stuff:
-Now instead of 1 sheet or ALL OF THE SHEETS, you enter a number as to how many sheets you want (it's sanitized to hell as well)
-Minerals no longer multiply when inside RnD machines. (Who fucked that one up? Goddamn)
-Mech fabricators are both deconstructable, and putting higher level parts actually improve it, each 'Tier' up is equivalent to +1 tech levels for that, so a High Powered Micro Laser would give the same bonus as +1 Material Research, a Pico Manipulator would give the same bonus as +2 Engineering, etc
-Complete with a shitty opened Mech Fab sprite!
-And not shitty overlays so autolathe's animate the material that is put in them, rather than give everything that's not glass the metal animation

LOL THE JOKES ON YOU I JUST COPY PASTED HIS TOPIC

added a few svn ignores, for thumbs.db and maps/backup

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3751 316c924e-a436-60f5-8080-3fe189b3f50e
2012-06-06 19:45:03 +00:00
elly1989@rocketmail.com
4dd42be997 r-walls now use smoothwall.dm stuff properly.
fixed a shit-tonne of runtimes and bugs related to sleeps being used for build delays without adequate sanity checks. Should fix the "runtime error: undefined proc or verb /turf/simulated/floor/plating/dismantle wall()" that have been around forever.
A bunch of minor fixes like repairing walls not using more  metal than it should.
Can now repair the first stage of deconstruction with metal rods.
Tidied up those HUGE elseif chains a little bit.
Tested all seems fine, please let me know if I derped anywhere.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3410 316c924e-a436-60f5-8080-3fe189b3f50e
2012-04-08 05:58:50 +00:00
mport2004@gmail.com
17ed3899c4 Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect.
/obj/station_objects is now /obj/structure.
Did a bit of minor blob work. 
The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly.
Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up.
The medbay/tox monkeys names are random once more.  More random name monkeys will help with changeling and clean up the observe/mob menus.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 10:28:57 +00:00
baloh.matevz
e8c6b08419 - Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code.

Effects contains objects which are either landmarks, triggers, spawners or decal.

Screenshot:
http://www.kamletos.si/new%20object%20tree.PNG

I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e
2011-10-03 06:54:28 +00:00
Superxpdude@gmail.com
5da34a92ea Added in some new boots for security to use.
Added in a bulletproof vest and laser protective vest, both spawn in the armory and in armor crates.
Security Officers spawn with their new boots.
Security Lockers now have the new boots inside them.
Some MULEbot patching thanks to Trubble_bass. The PDA list should no longer show the hallway navigation beacons.
Shuttle walls are no longer autosmoothed. This has to be done manually in the map as it was causing some graphical errors.
Added in new boots and armor sprites. Credit goes to Firecage for them.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1755 316c924e-a436-60f5-8080-3fe189b3f50e
2011-07-02 18:37:35 +00:00
baloh.matevz
2f331d538a - Abandoned ship, wizard's den, the shuttles east of the beach, DJ station, the syndicate shuttle and large parts of the derelict are now made from unsimulated turfs. This reduces air group processing by about a third and has the effect of noticeably reducing lag. The currently present downside is that you cannot interact with them. I'd like to give this a test because I believe the tradeoff is worth it as my tests have shown a massive reduction in lag.
Unsimulated turfs now hide wire nad pipes and such things under them,

- Moved all floors to code/game/turf.dm so they're all in one place (Other than asteroids I guess, those are still in mining.dm)

. Shuttle walls now look at unsimulated floors too when determining the underlay for diagonal wall pieces.

- Some areas around the station that were with air but were intended to be airless are now airless.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1628 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-29 01:39:34 +00:00
uporotiy
b318f77795 Mining
Mineral walls added (not buildable yet).
Mineral doors are now actually destructible.
Expanded the outpost, adding a small cafeteria and botany area.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1606 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-21 04:22:39 +00:00
uporotiy
d062e68f4b Vaults
Added an /obj/vaultspawner which very shitty right now.
 Health Scanner
Added xeno embryo detection.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1542 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-07 15:38:32 +00:00
uporotiy
3b95ca9568 Hydroponics
Fixed a horrible bug with the replica pods grabbing non-dead players.
 Wizard
Fixed a potential exploit with the teleport spell (object, of course).
 AIs
Fixed another horrible bug of mine, where the death() proc doesn't process past a certain point.
 Glowshrooms
Now drop to the floor when the walls nearby are destroyed.
 Biomass
WIP added. Do NOT spawn them on live servers unless you want colors everywhere.

Also my code is horrible and I should feel horrible.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1521 316c924e-a436-60f5-8080-3fe189b3f50e
2011-05-03 16:03:20 +00:00
baloh.matevz
f412c71d92 Shuttle smooth walls' diagonal sprite now works for all floors.
It copies the icon_state of the floor nearby (with shuttle floors having higher priority) and applies the diagonal wall sprite as an overlay to that sprite.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1338 316c924e-a436-60f5-8080-3fe189b3f50e
2011-04-02 08:18:21 +00:00
noisomehollow@lycos.com
41cd0a67b7 Alium changes:
Aliens are now scary. Be careful of all those friendly xenos running about.
Scythe-like arms can now seriously injure you if they get an opportunity.
Spit now costs 50 plasma instead of 25. It works like a taser (no more homing spit). The effect is the same as the old spit but instead of fire loss, it deals toxin damage. Riot shields can still block spit 50% of the time. 
Spit overloads (stuns) a cyborg's receptor circuit for 5 seconds, dealing 10 fire damage.
Spit has a new projectile icon.
Aliens can now properly attack monkeys, dealing heavy damage.
Can now interact with other aliens via attack. Larva cannot interact as such. Currently bugged where two similar messages show up on interaction. Will be fixed asap.
Slightly higher damage to cyborgs. Aliens can now caress cyborgs with their scythe-like arms.
Slightly higher damage to exosuits.
Invisibility now works for 15 seconds instead of 30.
Resin wall now costs 100 plasma instead of 200.
Face huggers now have 10 health instead of 25. There is also a 30% chance of not being paralyzed after a facehugger leap. The paralysis itself lasts half as long.
Aliens can now break glass, grills, and tables, and light fixtures without using acid. 
Adult aliens can now also climb over tables/racks.
Fixed the acid verb not properly showing up.
Fixed stab/disarm never properly showing up.
Larva now get a verb to hide under tables as the old code didn't work.
More alien emote fixes. Larva should now properly be gender neutral.

General changes:
Devouring time has been extended so it takes 10 seconds for all mobs. You must remain still (and the target), to devour someone.
Hulks can break through grills a lot faster than before.
Added smoothwall shuttle code by Urist (and icons by Rolfero).
Added a new dmi for gimmick items. Moved a few gimmick items there.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@694 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-24 03:13:33 +00:00
morikou@gmail.com
cfc77ecc3f Misc Stuff:
* False walls now should update their lighting properly.
* False Walls now require 2 metal to finish instead of 1. NO MORE FREE METAL FOR YOU.
* False R-walls are now creatable. Instead of using regular metal when making a false wall, just use R-metal. It's still functionally identical to a regular false wall.
* Reinforcing Girders with R-Metal actually uses up a sheet of r-metal rather then just fairy dust.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@508 316c924e-a436-60f5-8080-3fe189b3f50e
2010-12-01 07:05:43 +00:00
uporotiy
b84b3c24f6 - Added ladders with godawful sprites. Started work on elevators with, you guessed it, godawful sprites.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@408 316c924e-a436-60f5-8080-3fe189b3f50e
2010-11-11 16:48:38 +00:00