Commit Graph

356 Commits

Author SHA1 Message Date
PJB3005
b78e3642f5 SOUND_AMBIANCE 2015-07-26 00:26:40 +02:00
Kurfursten
f9b6a4298d Last 2015-07-24 01:50:51 -05:00
Kurfursten
09adb77cc3 Compiles 2015-07-24 01:44:42 -05:00
clusterfack
99de8d718a Bring back sensible windows
I'm not really sure what you were trying to achieve here, but it made windows too silly to handle
2015-07-23 21:20:41 -05:00
D3athrow
121fbea8ba maybe the infinite loops i dont know why its happening save me 2015-07-22 22:22:28 -05:00
D3athrow
d59f6a07b0 comment out panicwriter and saytesting 2015-07-20 16:04:48 -05:00
D3athrow
63d1c07ffc we need mo 2015-07-19 01:23:24 -05:00
D3athrow
d8a82d40b1 panic writer 2015-07-18 23:06:57 -05:00
D3athrow
41d7df01fd just fuck my shit up 2015-07-18 02:30:51 -05:00
D3athrow
0ab3a11989 disable fancy shading 2015-07-15 19:54:44 -05:00
PJB3005
2bd631edf3 SQUASHED 2015-07-07 12:36:05 +02:00
Unfit
d2e6a0e26a wheelchair #1
vehicles can have their speed changed
all floor tiles have random pixel_x and pixel_y (instead of just metal
tiles)

wheelchair #2

wheelchairs can be ordered for 40 bucks each at cargo
medbay starts with a wheelchairs
fixzes

removes debug stuff

stuff

-rename speed var to movement_delay to be more accurate
-rename getSpeed to getMovementDelay to be more accurate
-vehicles have the same speed as they had before
-aliens and monkeys can use wheelchairs

hope

better way to do it

+ changelog

send help
2015-07-02 11:48:20 +02:00
dylanstrategie
0db863a17e Change up most colors after thorough live testing and HTML picking
Some of the colors were too saturated, others were way off the mark like
the flare color or the pink color. After a solid hour of tweaking
hexadecimal values, this should look better

RGB mixes have been included in comments for those who want to check.
All colors were tweaked to fall even if possible

Added LIGHT_COLOR_HALOGEN, which is basically white with a very subtle
cyan hue. Currently not used, but can become the color for light tubes
in the future
2015-06-27 16:39:28 +02:00
d3athrow
615d402edc Merge pull request #5115 from PJB3005/LIGHTS
More lighting shit.
2015-06-24 18:26:47 -05:00
PJB3005
117cdfa221 Removes high res lighting.
It would just kill any client either way.
2015-06-24 13:12:14 +02:00
d3athrow
70b20943ca Merge pull request #5099 from ComicIronic/ProxMove
turf/Entered speedup.
2015-06-23 11:07:58 -05:00
d3athrow
c2f5cfaf3b Merge pull request #5084 from clusterfack/FUCKINGMICE
Why Mice Why
2015-06-23 11:07:04 -05:00
ComicIronic
ae560eeaee turf/Entered speedup.
HasProximity now relies on a flag.
If the moving atom doesn't have the flag, it isn't called.
If the surrounding atom doesn't have the flag, it isn't called.
2015-06-22 19:32:31 +01:00
clusterfack
625beb109e Why Mice Why
Mice triggering station destroying endgames by respawning every minute.
Thanks mice.
2015-06-21 20:54:06 -05:00
dylanstrategie
c3dc757bd7 New color mix 2015-06-19 19:55:34 +02:00
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
d3athrow
9ca7769ace Merge pull request #4584 from ComicIronic/MaterialDatumImpl
Material datum implementation
2015-06-16 16:44:54 -05:00
D3athrow
88ac14b9bf fug 2015-06-13 20:21:46 -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
fa77d9f2fc GOTTA GO FAST! 2015-06-11 12:56:12 +02:00
PJB3005
d14dce78f7 Less updates 2015-06-09 20:19:03 +02:00
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
048527a429 Away mission preparations.
Added the addZLevel proc, used to sanitize map init and generate the accessable_z_levels list, which is no longer hardcoded.
Fixed a couple of maps I ended up using in testing.
Added more debug data to a debug verb for maps.
Added the movementJammed var, which stops a zlevel being reachable by drift.
Added the movementChance var, which controls how likely a zlevel is to be reached by drifting.
Made the maploader add any new zlevels it creates to the map's zlevel list.
2015-05-25 17:34:25 +01:00
dylanstrategie
9240f58729 Give the Ideal Gas Constant (R) three decimals
Directly from Google, when looking up "Value of R" :

>The gas constant R is 8.314 J / mol. K.

This game is an atmospheric simulation program at its core, so let's
have precise atmospheric simulation

I would change other atmosphere-related things in here, but they would
need more work

Changelog included
2015-05-19 19:40:27 +02:00
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
D3athrow
70e077e603 Buncha babies fix #4354 2015-05-09 21:32:07 -05:00
D3athrow
ac59ad8f6e Is this real life or a fanta sea? fix #4368 by setting default languages in New() 2015-05-09 19:31:06 -05:00
D3athrow
f5bf2e7cbe Go away warnings 2015-05-09 15:45:33 -05:00
D3athrow
d2bc682d52 faggy language things 2015-05-08 00:28:40 -05:00
d3athrow
163a5ffca5 Merge pull request #4284 from d3athrow/Species-Languages
Species languages
2015-05-06 21:22:39 -05:00
D3athrow
595a12a5b9 Fuck it we're doing it live 2015-05-06 21:22:10 -05:00
D3athrow
f30011b7a1 Get ready to be annoyed, say_debug and some fixes/cleanup 2015-05-05 13:15:44 -05:00
D3athrow
0540f7a37b Initial languages commit - compiles 2015-05-04 16:42:20 -05:00
ComicIronic
4d432e5240 Gas Datums
Moved gas_mixture gas numbers to a list which is connected to a global gas_datum list, like with reagents.
Modified some maths procs to be more sane, added adjust_gas and set_gas to help with processing.
Added a modular system for gas flags - gases can now be marked as fuel and oxidiser with a flag, logged with a flag, scanned with a flag, etc.
Changed scrubbers to use a list of scrubbing gases rather than a set of vars.
Made miners and xenoarch effects more sensible - they now produce gas by ID, not manually.
Made turfs' starting gases into a list, removed turf gas number vars.
2015-05-04 10:36:04 +01:00
d3athrow
6677bce4b8 Merge pull request #4208 from DeityLink/snake
PDA Games Update
2015-05-02 16:37:43 -05:00
DeityLink
f6d91a15cd muhdefines 2015-05-01 10:10:36 +02:00
D3athrow
c82aae3b24 Don't tell chase. 2015-05-01 01:23:05 -05:00
ComicIronic
47fbee9e68 Bugfixing: Machine power, golem spawns, doubletraitors.
DOES fix #3663 - wrenching and unwrenching now hook into power code. Fixed2work also does something.

SHOULD fix #3670 - forceMove calls the Entered proc, so mobs should have gravity applied properly.
SHOULD fix #2277, 3846 - double agent ought tog fail if there's only one traitor candidate now
2015-04-22 20:14:02 +01:00
DeityLink
eb109625ed bomberman hotfix 2015-04-14 23:16:37 +02:00
DeityLink
d580aca370 bomberman part 2 2015-04-12 22:24:53 +02:00
9600bauds
fc3e2af2e8 Global var nonsense 2015-03-23 04:45:08 -03:00