Commit Graph

19411 Commits

Author SHA1 Message Date
unid15
dc93df24b6 maps 2015-08-20 17:51:43 +02:00
unid15
8193ac43c8 mamma mia 2015-08-20 16:29:48 +02:00
unid15
40a32097b3 pretty much works save for a few ssues 2015-08-20 16:29:45 +02:00
unid15
8b910fb72b ROTATING SHUTTLES 0.1 2015-08-20 16:29:43 +02:00
d3athrow
1f2438db42 Merge branch 'run-run-run-run' into 'Bleeding-Edge'
More runtime fixes.

See merge request !104
2015-08-20 08:11:33 +00:00
d3athrow
a9abde7b45 Merge branch 'cultlogs' into 'Bleeding-Edge'
Cult Communicate Runes' messages and Voice of Nar-Sie are now logged

* Cult Communicate Runes' messages are now logged.
* Voice of Nar-Sie messages are now logged.
* Cultists who try to convert a loyalty implanted/cult banned crewmember now receive a custom message telling them that the ritual failed.
* Moved the colons in say logs AFTER the language description (after "as Sol Common")

See merge request !116
2015-08-20 08:11:20 +00:00
d3athrow
511826bc32 Merge branch 'muh_dog_farms' into 'Bleeding-Edge'
Allows buckling animals into chairs/beds

~~Because buckling Lisa to a bed is an essential part of an automated corgi farm~~

Animals with size of SIZE_TINY can't be buckled

See merge request !119
2015-08-20 07:47:11 +00:00
d3athrow
8e97908b7c Merge branch 'debugcult' into 'Bleeding-Edge'
Debugging and fixing cult

* Potentially fixed a bug that caused the game to mis-count how many unconvertables there are, and thus unlocking the Summon Nar-Sie objective sooner than it should be.
* Added a "Check Convertables" verb under the Debug tab to get a list of all players, and whether they can be converted, are already cultists, cannot be converted, aren't human, or have no mind.
* The get_unconvertables() proc now also check for cult jobbans.

The bug was probably due to the possibility that the game counted every single humans in mob_list, including those with no minds, such as humanized monkeys, the dead clowns at the Clown Roid, or the dead Russian at the Syndicate Mothership. Adding a sanity check for M.mind and checking in player_list instead should fix it.

See merge request !121
2015-08-20 07:46:53 +00:00
D3athrow
ad174b1875 stupid chicken 2015-08-20 02:23:45 -05:00
D3athrow
710d543b84 seriously who did this fucking idiot 2015-08-19 23:46:40 -05:00
D3athrow
048b3e72e0 Fix #44 corpse mobs dont show up on the crew monitor now
also dem mmis are back on the list son.
2015-08-19 23:42:46 -05:00
D3athrow
49767e3684 probably maybe fix hitting yourself with lightning on a bounce? 2015-08-19 23:41:49 -05:00
D3athrow
736ae0f5fa some mother fucker essentially reduced brute and burn damage by 1/3 by not closin their bitflag checks, this fixes lightning not doing 40 damage like it should 2015-08-19 23:41:30 -05:00
DeityLink
9f01c997a9 jobban check 2015-08-20 06:38:57 +02:00
DeityLink
da469e6f76 check convertables 2015-08-20 06:29:08 +02:00
unid15
25d1ebbf8f prevents all animals from buckling into vehicles 2015-08-20 04:08:15 +02:00
unid15
adb98686f4 allows buckling animals into shit 2015-08-20 03:48:12 +02:00
Rob Nelson
cc826db5d9 Merge branch 'Bleeding-Edge' of gitlab.com:vgstation/vgstation into Bleeding-Edge 2015-08-19 14:06:40 -07:00
Rob Nelson
8b66e23395 Life() profiling. 2015-08-19 14:06:06 -07:00
Rob Nelson
8919529bbd Merge branch 'fixings' into 'Bleeding-Edge'
Chemmaster UI fix.

Thanks dylan.

Fixes #86

See merge request !115
2015-08-19 19:31:41 +00:00
Rob Nelson
c9250cdc08 Merge branch 'thisisapparentlycritical' into 'Bleeding-Edge'
Pulling fix

Suggested from TG for reasons that it could cause hilarity

See merge request !113
2015-08-19 19:31:28 +00:00
DeityLink
d93329639a condiment attack_self 2015-08-19 19:52:31 +02:00
DeityLink
e9cbdb85ec bugfixes and better food sprites 2015-08-19 19:32:15 +02:00
DeityLink
c07c053e03 cult logs 2015-08-19 16:01:19 +02:00
PJB3005
37501cbc80 Chemmaster UI fix.
Thanks dylan.

Fixes #86
2015-08-19 15:10:55 +02:00
clusterfack
00e38fb072 Pulling fix
Suggested from TG for reasons that it could cause hilarity
2015-08-19 03:16:37 -04:00
Rob Nelson
41a55af77c Merge branch 'dare' into 'Bleeding-Edge'
Custom messages for hallucinating mobs, general hallucination tweaks

#### Don't do drugs kids

**General changes**

* Added a spook() proc to atoms, reworked the Boo! spell to use it
* Added is_blind() and is_deaf() procs for mobs
* Added hallucinating() proc for mobs which returns 1 if the mob is hallucinating (from mindbreaker and such) or is druggy (from space drugs)
* Added simple_message proc which takes two arguments (message, drugged_message).
*M.simple_message("Hi!")* works just like *M << "Hi"*, but will provide an alternative message if M is hallucinating
* The visible_message proc has three more optional arguments - drugged_message, self_drugged_message, blind_drugged_message. A hallucinating player will see the alternate messages instead of their normal versions

-------------------------------------
**Traditional (mindbreaker) hallucination tweaks:**

* Chances of fake shuttle and delta security level announcements are greatly reduced - they should be much rarer now
* Chances of some messages are slightly reduced - to prevent message spam
* Added a new rare type of hallucination - it selects a random mob in your sight (including you) and replaces its image with a random food item for a random duration.

-------------------------------------
**!!The following only affects hallucinating players!!!**

* The following objects now provide alternative messages when used:
Crematoriums, gibbers, telebatons, stun batons, soap, banana peels, welding tools, soldering irons, health analyzers and more
* Security bots are more tsundere, medibots are angry (100% awful)
* Passive genetic powers have a random message when activated or deactivated, meaning you don't know which one you have (doesn't affect disabilities, passive powers which give you an overlay i.e. heat resistance, and active powers i.e. hulk).
* It's impossible to see reagents properly when examining a glass/beaker. Instead random reagents & numbers are shown
* Opening a locker has a slight chance to show a horrifying monster instead of its usual contents!

See merge request !25
2015-08-19 06:48:36 +00:00
Rob Nelson
b604b96ec1 Merge branch 'SignalerButton' into 'Bleeding-Edge'
Remote Signaler Buttons

The button frame is constructed by using a metal sheet on a remote signaling device, similar to constructing conveyor switches. The frame is then used on a wall to place the button. Use a crowbar to pry the button off of the wall, and then use a wrench on it to turn it back into metal+signaling device.

Using a multitool on the button opens the standard remote signaling device dialogue, allowing one to change frequencies. If a multitool is not available, one may also set the frequency and code before constructing it.

Pressing the button sends a signal on the set frequency. The button turns green until it is ready to send again. For some reason, the amount of time before the next signal can be sent is slightly longer for the button than it is for using an actual remote signaling device, but I don't think it's a big issue.

The button can be named by using a pen on it.

This will be useful for people who wish to create contraptions using remote signaling devices, but don't want to have to juggle signalers in their backpack.

In addition, I've fixed a bug allowing remote signaling devices to be used from anywhere if you had the window open, and I've enabled wheelchair-bound people to make use of proximity sensors and timers now in addition to remote signaling devices. I've also made all three usable while buckled into things, as long as you are not also restrained or out of range.

See merge request !112
2015-08-19 06:46:24 +00:00
Shadowmech88
8aa62e9381 Adds Remote Signaler Buttons.
Fixes some assembly usage while buckled/in wheelchairs.
2015-08-18 21:40:09 -05:00
PJB3005
878d6d4d91 More runtime fixes. 2015-08-19 01:07:08 +02:00
Rob Nelson
8e1a80dfb4 Merge branch 'bees' into 'Bleeding-Edge'
plant clippers' sprite and typo

* Fixed a visible_message() causing everyone to read "You hit the apiary".
* Made a new sprite for plant clippers.

![clip](https://gitlab.com/vgstation/vgstation/uploads/ab89eedbf816324d58475d44fa6a16d2/clip.png)

See merge request !111
2015-08-18 23:06:41 +00:00
DeityLink
7a22dbe5c4 clippers n shit 2015-08-19 00:59:06 +02:00
D3athrow
bd761431d1 runtime prevention 2015-08-18 17:40:19 -05:00
unid15
36a176aadb minor improvements there and there 2015-08-19 00:20:26 +02:00
Unfit
8e9db17143 less spammy messages and MORE features 2015-08-19 00:05:45 +02:00
Unfit
0399d6a28b compile + bonus message 2015-08-19 00:05:43 +02:00
Unfit
6e38f268ca tsundere secbots and evil medbot 2015-08-19 00:05:42 +02:00
Unfit
bbe9d86316 obscuring reagents 2015-08-19 00:05:41 +02:00
Unfit
53780569bb baton, peels, soap, genetics powers
GENETICS POWERS
-passive powers have random messages so you have no idea which one did
you get or receive

it's dead, jim

welder & soldering iron

better

he

forgot tk

ALL for today

or not xd
2015-08-19 00:05:39 +02:00
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
Unfit
e43dfc5b9f default for Bible_deity_name
no more "you hear 's voice... "
2015-08-19 00:05:36 +02:00
Unfit
ee32b53a71 spaces 2015-08-19 00:05:35 +02:00
Unfit
9c64fb4604 add a space 2015-08-19 00:05:34 +02:00
Unfit
e60040721b H.dir not dir 2015-08-19 00:05:33 +02:00
Unfit
2468806099 cool hallucinations 2015-08-19 00:05:31 +02:00
Rob Nelson
e37f94fc63 Merge branch 'Robust' into 'Bleeding-Edge'
Buffs toolboxes

This makes them more ROBUST.

Toolbox damage upped from 8 to 12
Mysterious toolbox upped from 10 (which was fire extinguisher damage...) to 15.

Seriously, extinguishers were stronger than toolboxes, and extinguishers fit in backpacks!

See merge request !106
2015-08-18 21:14:03 +00:00
Rob Nelson
ac87ecd0eb Merge branch 'F_U_C_K______' into 'Bleeding-Edge'
Allows turning blueprint areas into shuttles

🌝

See merge request !110
2015-08-18 21:04:45 +00:00
unid15
5035a39fb6 AAAA 2015-08-18 23:03:27 +02:00
unid15
dee9b9268b allows turning blueprint areas into shuttles 2015-08-18 22:58:54 +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