Commit Graph

17936 Commits

Author SHA1 Message Date
Joan Lung 208e6e5edf Ash flora can now spawn in small patches 2016-10-11 10:04:32 -04:00
Joan Lung b3b7421cd8 Merge pull request #20921 from TechnoAlchemisto/day1fixes
Fixes Cacti and Plant Bags
2016-10-11 09:47:19 -04:00
Cheridan 62f59a0682 Merge pull request #20894 from lzimann/cancelbuttons
Adds a cancel button to some inputs
2016-10-11 07:38:36 -05:00
TechnoAlchemist 2b796efe54 Fixes plant bags and cacti. 2016-10-10 21:12:58 -07:00
Jordie 1d6d7bda9c Merge pull request #20763 from TechnoAlchemisto/Alchemy_pt_1
Adds plants to lavaland
2016-10-11 13:03:21 +11:00
TechnoAlchemist 622b0ce405 Desc fix 2016-10-10 18:57:20 -07:00
TechnoAlchemist ef2efe392b Merge errors, removes istype. 2016-10-10 18:34:36 -07:00
TechnoAlchemist cd60b5c3dd removes commented code 2016-10-10 17:47:37 -07:00
Cheridan 75fe1f07b9 Merge pull request #20881 from Jordie0608/newadminmetaisforcingbirdboatsotheycanavoidunjobbanningpeople
Various fixes to admin topic
2016-10-10 16:24:41 -05:00
Cheridan 9ab0b7a27e Merge pull request #20813 from optimumtact/theurcat
Improvements to simple animal make_baby and Runtime
2016-10-10 16:10:49 -05:00
Incoming5643 a963658b8e Makes transit space unjauntible, and removes a few spells restriction from the wizard den. There's nothing there you can't reach normally now except a mob that wants to kill you and some meat. (#20853)
Fixes an area error that was allowing jaunting from the wizard den after a LOT of creativity.
The radios in the wizards den should work now.
Fixes a rouge airless tile in the den.
Recompiles z2 as a dmm as it was erroring on mapmerge and it was in a very strange form that didn't match up with other dmm formated maps. It looks like everything is ruined, but I assure you everything just swapped around.
2016-10-11 10:06:08 +13:00
Joan Lung f51444d8fa Improves some cult rune checks (#20872)
* sword in the dawn

* don't fade away

* it's dumb, but not my problem.
also rearrange these checks~
2016-10-11 10:05:25 +13:00
Shadowlight213 335c0ad690 Ports VG's antimatter engine shield sprites and adds the AM engine to cargo (#20744)
* Ports VG's antimatter engine shield sprites

* crate name
2016-10-11 09:57:04 +13:00
TechnoAlchemist f1d3ea724a who cares about burning bowls?! I dont. 2016-10-10 13:47:55 -07:00
XDTM 8d63a5ee0f Synthflesh can heal dead people (#20819)
* Deadflesh

* Carbons only
2016-10-11 09:46:28 +13:00
KorPhaeron 4e68c2ca95 Adds frogs (#20775) 2016-10-11 09:43:31 +13:00
kevinz000 cb295db91a remake (#20762) 2016-10-11 09:41:43 +13:00
Joan Lung 937b68bfc4 Emags will no longer work on Ratvar-serving cyborgs (#20845)
* That's right, your master is RATVAR.

* CONTROL YOUR INDENTATION

* it's a good thing there are people actually reviewing my code now

* syntax
2016-10-11 09:20:29 +13:00
TechnoAlchemist d434ac96f4 Merge branch 'master' of https://github.com/tgstation/tgstation into alchemy_pt_1
# Conflicts:
#	code/game/objects/items/weapons/storage/bags.dm
#	code/modules/mining/lavaland/ash_flora.dm
2016-10-10 13:20:25 -07:00
Joan Lung 26ef706ac6 Merge pull request #20873 from MrStonedOne/hubadubdub
Adds config option for hub, removes hub.dm, adds toggle hub admin verb
2016-10-10 16:00:18 -04:00
MrStonedOne 37f3b275d1 Fixes hub not taking effect in certain edge cases. 2016-10-10 11:11:45 -07:00
Lzimann 44e5e53f82 Removes my changes from topic.dm and add a cancel to teleporter console. 2016-10-10 14:04:16 -03:00
Jordie0608 f80b6f8d07 adds cancel to a bunch of inputs 2016-10-10 18:07:10 +11:00
NikNakFlak 803e23e132 Updates prescription glasses and hipster glasses onmob sprites, removes green glasses (#20807)
* Swaggy glasses tbh

* Git merge thingy
2016-10-10 18:33:07 +13:00
oranges b8ea78cd00 Improvements to simple animal make_baby and Runtime
Runtime now only stores the children she actually made, instead of
being the mother of every cat in the mob list like some kind of god cat

make_baby no longer spawns off for 400 seconds to set a flag
2016-10-10 05:10:57 +00:00
Joan Lung ce13143d9d Replaces yet more istypes with helpers (#20806)
* uses more istype helpers

* oranges is inefficient
2016-10-10 17:48:35 +13:00
Lzimann d0bc42f189 Adds a cancel button to some inputs
- Teleport scrolls
- The admin-pm verb
- To add a ban(in the place where you put the ban reason)
- When you edit/add a new note.
2016-10-09 21:28:14 -03:00
Joan Lung ce40d29ead Makes the pronoun helper proc names less horrifyingly long (#20780)
* why were these so LONG, what the fuck

* gosh

* pronoun agenda
the true agenda is killing coiax's squished lines
2016-10-10 12:28:25 +13:00
Cheridan 970f88c6b5 Merge pull request #20832 from X-TheDark/stock_fix_maybe
Possibly fixes exponentially increasing stock prices
2016-10-09 18:26:38 -05:00
Joan Lung 632a997586 Merge pull request #20809 from optimumtact/mob_living
Reorder mob living destroy
2016-10-09 19:06:01 -04:00
Cheridan db5b96f78d Merge pull request #20863 from ChemicalRascal/master
Make compressor efficiency good, not bad
2016-10-09 17:57:05 -05:00
Joan Lung a88eb76aec Remove an unused proc #20825 2016-10-10 11:47:14 +13:00
Joan Lung 9c93fb8b59 Removes the mob "memory" var (#20814)
* Removes the mob "memory" var

* MEMERY
2016-10-10 11:46:52 +13:00
Aranclanos c5e35c5abb Fixed a runtime where bees would sting a mob without reagents (#20817) 2016-10-09 17:25:52 -05:00
oranges 16e23f2692 Merge pull request #20868 from lzimann/nonull
Hopefully fixes arm replacement not working
2016-10-10 11:25:33 +13:00
XDTM ceedc96509 More Slime Reactions (#20779)
add: Using blood on an Oil Slime will create Corn Oil.
add: Using blood on Pyrite Slimes will create a random crayon.
add: Using water on Orange Slimes will create a small smoke cloud.
add: Using water on Blue Slimes will spawn foam.
2016-10-10 11:22:41 +13:00
oranges 90f364a6c7 More checks after sleep in lavaland chasm code (#20811) 2016-10-09 17:22:15 -05:00
oranges 1bfdc6360b Make sure ian doesn't spawn his puppies in nullspace (#20812) 2016-10-09 17:21:50 -05:00
PKPenguin321 bc4b4780a9 fixes a bug in monkey examining (#20858)
extra < would display in the message
2016-10-09 17:19:00 -05:00
oranges 9d8be7001a Merge pull request #20871 from MrStonedOne/patch-255
Fixes ip intel when grabbing from database cache.
2016-10-10 11:17:29 +13:00
phil235 5f835bfc26 Obj damaging system, acid damage, and fire damage refactor (WIP) (#20793)
Please refer to #20867 and #20870 for a easier view of the changes. Those two PRs show all meaningful changes (hopefully) and doesn't show the files changed with just 3 lines changed.

This PR does three things:

    It makes all children of /obj/ use the same damage system.
    Previously to make your new machine/structure be destroyable you needed to give it a var/health, and its own version of many damage related proc such as bullet_act(), take_damage(), attacked_by(), attack_animal(), attack_hulk(), ex_act(), etc... But now, all /obj/ use the same version of those procs at the /obj/ level in code/game/obj_defense.dm. All these obj share the same necessary vars: obj_integrity (health), max_integrity, integrity_failure (optional, below that health level failure happens), and the armor list var which was previously only for items, as well as the resistance_flags bitfield. When you want your new object to be destroyable, you only have to give it a value for those vars and maybe override one proc if you want a special behavior but that's it. This reorganization removes a lot of copypasta (most bullet_act() version for each obj were nearly identical). Two new elements are added to the armor list var: fire and acid armor values.
    How much damage an obj take depends on the armor value for each damage category. But some objects are INDESTRUCTIBLE and simply never take any damage no matter the type.
    The armor categories are:
    -melee(punches, item attacks, xeno/animal/hulk attacks, blob attacks, thrown weapons)
    -bullet
    -laser
    -energy (used by projectiles like ionrifle, taser, and also by EMPs)
    -bio (unused for this, only here because clothes use them when worn)
    -rad (same)
    -bomb (self-explanatory)
    -fire (for fire damage, not for heat damage though)
    -acid
    For machines and structures, when their health reaches zero the object is not just deleted but gets somewhat forcedeconstructed (the proc used is shared with the actual deconstruction system) which can drops things. To not frustrates players most of these objects drop most of the elements necessary to rebuild them (think window dropping shards). Machines drop a machine frame and all components for example (but the frame can then be itself smashed to pieces).
    For clothes, when they are damaged, they get a "damaged" overlay, which can also be seen when worn, similar to the "bloody" overlay.

    It refactors acid. See #20537.
    Some objects are ACID_PROOF and take no damage from acid, while others take varying amounts
    of damage depending on their acid armor value. Some objects are even UNACIDABLE, no acid effect can even land on them. Acid on objects can be washed off using water.

    It changes some aspect of damage from fires.
    All /obj/ can now take fire damage and be flammable, instead of just items. And instead of having just FLAMMABLE objs that become ON_FIRE as soon as some fire touch them (paper), we now have objects that are non flammable but do take damage from fire and become ashes if their health reaches zero (only for items). The damage taken varies depending on the obj's fire armor value and total health. There's also still obj and items that are FIRE_PROOF (although some might still be melted by lava if they're not LAVA_PROOF).
    When a mob is on fire, its clothes now take fire damage and can turn to ashes. Similarly, when a mob takes melee damages, its clothes gets damaged a bit and can turn to shreds. You can repair clothes with cloth that is produceable by botany's biogenerator.

    It also does many minor things:
        Clicking a structure/machine with an item on help intent never results in an attack (so you don't destroy a structure while trying to figure out which tool to use).
        I moved a lot of objects away from /obj/effect, it should only be used for visual effects, decals and stuff, not for things you can hit and destroy.
        I tweaked a bit how clothes shredding from bombs work.
        I made a machine or structure un/anchorable with the wrench, I don't remember which object...
        Since I changed the meaning of the FIRE_PROOF bitflag to actually mean fire immune, I'm buffing the slime extract that you apply on items to make them fire proof. well now they're really 100% fire proof!
        animals with environment_smash = 1 no longer one-hit destroy tables and stuff, we give them a decent obj_damage value so they can destroy most obj relatively fast depending on the animal.
        Probably a million things I forgot.

If you want to know how the damage system works all you need is the three obj vars "obj_integrity", "max_integrity", "integrity_failure", as well as the armor list var and the resistance_flags bitfield, and read the file obj_defense.dm
2016-10-10 11:14:59 +13:00
Jordie0608 74bdbf35dc various fixes to admin topic 2016-10-10 01:04:33 +11:00
MrStonedOne 44f5632299 Adds config option for hub, removes hub.dm, adds toggle hub admin verb 2016-10-08 17:47:37 -07:00
Kyle Spier-Swenson dacc59b6e0 Fixes ip intel when grabbing from database cache. 2016-10-08 17:13:58 -07:00
Lzimann fd305f8a03 Fixes arm replacement not working 2016-10-08 19:44:32 -03:00
James Denholm 308db99837 Make compressor efficiency good, not bad
Previously, compressor rpm decayed as such: max(0, rpm - [(rpm^2*efficiency)/COMPFRICTION]), where COMPFRICTION is very large.

As such, an increase in efficiency increased the rate that compressor rpm decayed at, efficiency being between 1 and 4).

This commit changes that equation to max(0, rpm - [(rpm^2)/(COMPFRICTION*efficiency)]), ergo, an increase in efficiency decreases the rate of rpm decay, making it up to four times slower instead of four times faster.
2016-10-09 01:43:02 +11:00
WJohn 39659000f3 Further improves various sprites. (#20801)
* Updates sprites in bloodpack, bodybag, items, barsign, and basketball dmis. Moves basketball and dodgeball sprites to items, and resizes baskteball dmi for larger hoop.

* Fixes open bodybag zipper, forgot to add a file.
2016-10-05 21:53:25 +02:00
X-TheDark 59dbad43d7 Properly brackets the conditionals for if 2016-10-05 13:46:14 +03:00
Incoming5643 b675eda70f Properly sets hands to use held_index so the code knows they're hands. (#20790)
* Probably fixes #20457

* adds remie compatibility code with multiarms

* Nested setting of variable status: Still doesn't work.
2016-10-05 00:12:37 +02:00
oranges c540c14f4c Reorder mob living destroy
We want to do all custom cleanup before parent call so we are not
operating in nullspace when we unbuckle and do other bits and bobs (as
that code does not expect this)
2016-10-03 22:15:15 +00:00