Commit Graph

1274 Commits

Author SHA1 Message Date
Rob Nelson
47ec546c5b Fix DME, fucking laptop 2015-09-26 15:57:18 -07:00
Rob Nelson
d355f0f53b More typos 2015-09-26 15:21:58 -07:00
unid15
24b4acced8 BUG FIX 2015-09-05 21:31:27 +02:00
d3athrow
768f462677 Merge branch 'fixtbhfamsmhafaiklol' into 'Bleeding-Edge'
Fixes Stuff

- Fixes VV not giving spells properly
- Fixes a garbage collection issue with ventcrawling pipes
- Probably fixes an issue where the is_in_modules check would return true for things NOT in your modules but of the same type Fixes #133
- Makes it so you cant make your view smaller than 1 tile because FUCKKKKKKKKK THATTTTTTTTTTTTTTT
- Makes it so only observers can change their view because new players and corpses dont particularly want/need it Fixes #127
- Moves view check to mob/login from mob/stat

See merge request !160
2015-09-01 17:32:14 +00:00
clusterfack
7dd59c896a Fixes
- Fixes VV not giving spells properly
- Fixes a garbage collection issue with ventcrawling pipes
- Probably fixes an issue where the is_in_modules check would return true for things NOT in your modules but of the same type
- Makes it so you cant make your view smaller than 1 tile because FUCKKKKKKKKK THATTTTTTTTTTTTTTT
- Makes it so only observers can change their view because new players and corpses dont particularly want/need it
- Moves view check to mob/login from mob/stat
2015-08-30 23:46:01 -05:00
PJB3005
1624bf7b1e Fixes butchering SCPs.
Fixes #141.
2015-08-30 14:48:26 +02:00
D3athrow
0ae172155b ok readd this 2015-08-27 22:10:08 -05:00
D3athrow
2f160eff32 remove that i guess 2015-08-27 18:33:35 -05:00
D3athrow
57c8aa2d22 Merge branch Bleeding-Edge into snowflake_the_world
Conflicts:
	code/game/objects/effects/overlays.dm
	code/modules/projectiles/projectile.dm
	code/modules/projectiles/projectile/beams.dm
2015-08-25 04:18:02 -05:00
DeityLink
c469d5502b sample text 2015-08-24 00:18:04 +02:00
DeityLink
922ae40f4f Experimental Guns No5. Stickybomb Launcher 2015-08-24 00:17:09 +02:00
D3athrow
796d44f017 fix my fuckup letting people zoom out pregame and not have it forced back 2015-08-22 19:23:33 -05:00
D3athrow
63d9d7f9f0 dindunuffin 2015-08-21 13:36:46 -05:00
D3athrow
b4088c050d figs 2015-08-20 23:44:31 -05:00
D3athrow
2663b8f212 massive pile of buildmode shit 2015-08-20 19:57:28 -05:00
D3athrow
4ab5e5d15a Fixes #62 last step for the honk mech and spacepod should work fine now. 2015-08-13 17:52:25 -05:00
PJB3005
17d0dafde2 Cael & robotics 2015-07-26 16:05:44 +02:00
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
PJB3005
365ddd0239 Fixes #5272 2015-07-07 13:25:07 +02:00
D3athrow
23cdb13455 stop buildmode deleting yourself nerd 2015-07-06 02:21:30 -05:00
D3athrow
aa5b195033 fuck lists 2015-07-05 23:50:32 -05:00
d3athrow
c4f4521940 Merge pull request #5193 from dylanstrategie/Meteor-Hit-Is-Over
Forcefully deprecate meteor_hit()
2015-07-01 18:45:22 -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
D3athrow
f019bbe21a das a bannu 2015-07-01 16:06:14 -05:00
D3athrow
b772255e7a RUNTOOMS 2015-06-30 20:37:50 -05:00
dylanstrategie
8f1132f443 Forcefully deprecate meteor_hit()
meteor_hit() is a textbook example of snowflake. What you have here is a
proc linked to a single entity (the small meteor) which shouldn't even
have it (ever since I reworked meteors, small meteors explode) that is
present in FIFTY. FUCKING. FILES.

Since an explosion more than clearly does the damage we want done on
meteor impact, it is more than logical to remove it and lighten our code
of obsolete and obscuranting procs

For the handful of times where it isn't possible to straight up remove
it (immovable rod, dust, small meteor), the code was quickly patched by
making it fire ex_act(2), given that small meteors perform
explosion(src.loc, -1, 1, 3, 4, 0)

Doing it quick and dirty because otherwise it's going to cause conflicts
everywhere
2015-06-29 16:16:03 +02:00
D3athrow
6b63a2286c Apparently ex_act(1) doesn't recurse through the turfs contents like i thought? 2015-06-26 12:37:59 -05:00
D3athrow
a94a971414 Selective fill(type to type) and Selective delete(type2dead) 2015-06-26 12:25:33 -05:00
D3athrow
74c0778491 WENK 2015-06-26 11:34:50 -05:00
PJB3005
1222c854d0 increase gyrotron power 2015-06-23 17:50:08 +02:00
d3athrow
911b8c6174 Merge pull request #5015 from PJB3005/RUSTy
R-UST Mk. 7 Fixes!
2015-06-22 18:30:58 -05:00
D3athrow
eb9c897fb6 blblbblblbl 2015-06-20 16:18:25 -05:00
PJB3005
5c67d46be4 Changelog + Whoopsies 2015-06-20 21:12:24 +02:00
PJB3005
e6ac35d67f Core monitor + whoopsies 2015-06-20 20:45:59 +02:00
PJB3005
5e04da2300 Core monitor fixed + other shit. 2015-06-20 19:15:55 +02:00
D3athrow
7efbc07e75 Dunno why the macro doesnt work but buildmode area fill/delete works.
Usable in advanced buildmode, ctrl+shift left click for bottom left corner, ctrl+shift right click for top right corner.
2015-06-20 12:06:14 -05:00
D3athrow
a6b31d78c6 no more accidental deleting of buildmode buttons by doubleclicking. 2015-06-20 12:03:28 -05:00
PJB3005
dca4b8017a R-UST Mk. 7 Fixes! 2015-06-18 00:16:12 +02:00
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
d3athrow
79d1579972 Merge pull request #4853 from ComicIronic/MachineryMoney
Machinery money changes
2015-06-06 22:12:38 -05:00
PJB3005
ae7ab25539 BAY LIGHTING PEOPLE 2015-06-06 22:15:21 +02:00
ComicIronic
51a37b1e48 Machinery money changes
A lot of code standardising for the way machines handle trying to take money from a user.
All machines can now be set to connect to the accounts database in initialize().
reconnect_database(), connect_account(), and scan_card() have all been moved to the machine level.
Merch computer now reads your equipped ID, not your mind account. Fixes #2854.
All machines getting your ID using get_id_card() now check all your slots, with hands being prioritised over the ID slot.
Removed a pointless human-only proc that was causing befuddlement.
2015-06-06 16:08:34 +01:00
ComicIronic
62f737535d General bugfixing.
I don't really get this if statement in policetape, but it should be fixed now maybe.
Added a proc for checking if two stacks can merge, used it on coloured cables. Fixes #4156.
Made the welding damage message list the item intensifying the damage. Fixes #4187.
Added Vox exclusion to RIG helmets, removed it from Wiz and Nukeops hardsuits. Fixes #4790, fixes #4756, fixes #4496.
Orebag now only gives borgs a message if it finds ore. Fixes #4150.
Throws something at #4267, hardcode is bad and everyone should feel bad.
2015-06-02 01:05:43 +01:00
gbasood
e3691ce35b I'm an idiot 2015-05-19 10:56:47 -07:00
gbasood
850e361110 Fixes fax noise. 2015-05-19 10:51:43 -07:00