Commit Graph

26064 Commits

Author SHA1 Message Date
antropod 7a32cbebe9 Fixes for Syndicate Forgotten Ship (#53832)
* Fixes missing implant on Syndicate Ship Captain:
  Syndicate Ship Crew Members have their implants. There are 2 boxes of syndicate firing pins in captains locker, but captain can't use them. This change fixes that. Captain had implant initially, but it was removed accidentally in #50597

Fixes spare magazines spawned in lockers:
  Captain has 2 mags for APS instead of 9mm mags in their locker.
  Crewmembers have 9mm mags instead of 10mm mags.
  10mm ammoboxes replaced with 9mm.
  Why do we even have 10mm mags, if crew spawns with makarov and captain spawns with APS.
2020-09-28 12:05:24 -03:00
Timberpoes 9ad38ff0ce Fixes mapstart and random arcade machines (#53958)
Randomly generated arcade machines were getting random boards and initing properly, but they weren't re-built as the appropriate subtype.

This oversight has been remedied. A new subtype has been created for random arcade machines which exists purely to pick a random circuit then create a machine from that circuit's build path before returning that it should be qdel'd.

This new subtype has been appropriately regex find-and-replaced into all maps.
* Objectify
2020-09-27 13:59:07 -03:00
Fikou 067efbce64 fixes nuke core throwing (#53972)
The typepath was wrong, due to an improper feature from a couple months ago, this means that nothing actually happen, and a nonexistent type had a fun new dust. This has been resolved here.
2020-09-26 21:40:40 -07:00
Emmanuel S a9e1c2e387 Orbit menu checks ghosts recursively, ghosts have orbit counters (#53826)
* Recursive Orbit Checker


UI change


len -> length()


Rebuild tgui

another len -> length()

* tgui
2020-09-27 01:37:42 +03:00
Timberpoes 1f23cc281d Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
2020-09-26 11:52:39 -03:00
Emmanuel S ec712a2017 [SPR part 6] Admins can now edit reverse pod delay times (#53833)
* convert delay vars to a list, UI changes


tgui bundle


Bugfix

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-09-26 06:56:24 +03:00
Timberpoes 46d64f7d21 Fixes various issues related to machine component contents. (#53943)
Fixes machines not referencing their circuits in their component parts when built manually, causing them to vomit out their circuit board when opened. This also fixes Runtime in _machinery.dm, line 607: Cannot read null.req_components from using the B/RPEDs.
Fixes computers not storing circuits in the contents.
Fixes smartfridges vending their components.
2020-09-26 00:25:24 -03:00
Arkatos1 6613107bb6 tgui: Interface improvements (#53902)
* Tgui improvements

* Shuttle Console tweaks

* Status color keys

* Rebuild tgui

Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-09-26 06:10:19 +03:00
ShizCalev 576f2f5cb3 Fixes DNA console runtime (#53946) 2020-09-25 23:13:11 -03:00
tralezab 79457e4b0d Gives Public Mining on Icebox an Elevator, and just a TON of lift fixes so they're viable to map with. [MULTI-BEE] [:pslime: in the chat] (#53728)
add: Icebox now has an elevator! I just took the trousers of every shaft miner to batter town, word.
2020-09-26 01:05:13 +01:00
nicbn 88257cd02f Fixed the multi z pipe adapter (#53829)
So yeah the multi-z pipe adapter was showing the big gmod error.

This fixes it and adds multiple directions and layers for the adapter.

Also RPD now can produce said manifold.

Also this reworks the painting mechanism so that it uses a variable+proc instead of checking for subtypes .
2020-09-25 14:30:58 -07:00
Timberpoes 9c95813da4 Rebalances space loot and space exploration (#53916) 2020-09-25 04:53:43 -07:00
TheBonded 023e0e0ccb Balances plastanium window integrity (#53918)
Changes plastanium windows integrity to 1200 instead of 200, which leaves it with 200 more integrity than reinforced plasma windows. Also increases damage_deflection to 21 to match reinforced plasma windows
2020-09-25 08:50:07 -03:00
YoYoBatty 3fd1a01d67 Fixes wall mounted sparks not working (#53926) 2020-09-25 08:48:03 -03:00
Tad Hardesty df8df0a8a7 Disable some effect systems during init (#53929)
Instantly spread gib streaks rather than doing so over a delay
Completely skip broken light fixture sparking during init
2020-09-25 08:47:32 -03:00
Gandalf 95d25ec33b Emergency Shuttle Toggle (#53912)
Admins now have the option to enable or disable the shuttle(located in the admin tab).
Disabling the shuttle will basically pause it where it is, regardless(unless game is over). Until the admins enable it again. It will resume exactly back to where it was and continue from there. This is great for events. You can't recall or call the shuttle while it's disabled.

Admins also now get the option when calling the shuttle to disable the recall of said shuttle unless they cancel it or select enable shuttle.
2020-09-25 07:40:50 -03:00
TiviPlus 3dad9ef20f Refactors decals to an element (#53922) 2020-09-24 21:36:17 -03:00
skoglol 505146f757 Merge pull request #53822 from Mickyan/freefalling
Makes freerunning quirk prevent falling damage from short falls
2020-09-25 02:23:50 +02:00
skoglol c6e3401f2e Merge pull request #53847 from Iatots/paperdoor-fixes-redux
Paper walls have no duplicate knock sounds anymore, paper doors don't appear rotated, adds glass bashing
2020-09-25 02:18:54 +02:00
skoglol 0df21c399c Merge pull request #53911 from Gandalf2k15/explosions
Advanced Explosions
2020-09-25 02:03:16 +02:00
Timberpoes c2b8b5c0ce Machines now store their components in their contents. (#52970)
Machine parts are now located in the machine instead of nullspace.
2020-09-24 13:51:40 +02:00
Timberpoes 357d272935 Fix skill related runtimes in mindless mobs. (#53691)
Fixes related to mindless mobs using skills
2020-09-24 13:32:22 +02:00
Fikou 4937ab14f5 removes astplate flooring, adds it to turfs2decals script (#53868) 2020-09-24 07:36:00 -03:00
zxaber 8e98391dfb tgui: Borg tablets and RoboTact as a borg self-management app (#53373)
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* part 2

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* part three I think

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* who even knows what step I'm on anymore

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* PR time

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* Forward Progress

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* Merge remote-tracking branch 'upstream/master' into SiliScreen

* more foward progress

* RoboTact

* bad tab

* Improvements all around

Plus some changes to vis_overlay to allow for color

* Lights and things

* borg network card

borg tablets lose networking when borg is locked or has no power

* hud changes

not done yet, but getting close

* better modPC screen button

* updoot

* more useful colors

* linter

* Do I finally get a green ✓

* better law sync catching

* hate linters

Co-authored-by: Changelogs <action@github.com>
2020-09-24 13:13:52 +03:00
Jared-Fogle 6bb912d8e2 Suit storage unit quality of life fixes (#53907)
Suit storage unit radials will now close when you walk away.

You can now click an empty slot with an item will now put them inside.

You can now correctly use an already open suit storage unit when the power is out.
2020-09-24 07:12:44 -03:00
Timberpoes 99ad3308cb Fix traitor panel objective edit runtime (#53910) 2020-09-24 07:08:39 -03:00
KathrinBailey 3edffc9606 Chess, Sofas & Shutters - Furniture Update (#53861)
About The Pull Request
A series of changes bulked together to give players and mappers a little more freedom in their builds to make things look nicer.

Chess:
• Introduces a bunch of jumbo chess pieces that are craftable in-game. Sprites are my own.

Shutters
• Defines 100 integrity for the shutters and gives them an armor block so they don't inherit their stats from blast doors. This means shutters will no longer be just a reskinned blast door.
• Redid the sprites for the shutters. They now animate much smoother and look like normal slanted shutters. Their blinking light once animating is also easier to see.
• Added the window shutter; this is a normal shutter with a window so you can always see past it. I've used it in prisons and on armouries in the codebase I'm from to allow officers to see into the areas shutters are protecting, giving the area additional protection of having someone being able to look into it.
• Added radiation shutters. Maintainers feel free to question this. Through extensive experimentation, any rad insulation value between 0 and 1 does pretty much nothing to radiation. Numbers higher than 1 start multiplying it, negative numbers start reducing it. This will stop the radiation from a supermatter irradiating you only if you stand behind it. If you're not covered by the shutters or the shutters are open, they won't protect you at all. They also have their own sprite with a radioactive hazard symbol.
• Added the rad shutters to in-rotation maps on their supermatter engines and the windowed shutters to Metastation armoury.

Sofas
• Introduces the corporate sofa. A sleek grey sofa. The original sprite I ported from Hyperstation's files. I'm not sure where they got the sofa but I was told it was Eris. I didn't see it there but I didn't look super hard. I've updated the sprites on it to work with armrest sprite overlays.
• Ports the sofa sprites from Cit and the armrest sprite overlays. They look nicer than awkwardly floating over the sofa. The sofas are the same, they're just moved a little for the armrest to work.
• Makes the new corporate sofa craftable.
2020-09-24 05:24:06 -04:00
Couls f174cd671c improve performance of vis_overlays by handling dir by using vis_flags (#53816)
vis dir changes are now handled by vis_flags
2020-09-24 06:00:41 -03:00
ArcaneMusic 73a606dc4c Icebox mining now obeys the laws of gravity. (#53590) 2020-09-24 01:32:24 -07:00
Kylerace aeeff0c9a4 Makes Mass Drivers Great Again (#53730)
green name wanted the old non tgui mass driver buttons replaced with the shiny new ones in pubby, so i added them to the rest of the maps
Third edit: there are no issues in Ba Sing Se
2020-09-23 04:31:44 -03:00
Tad Hardesty f80836d00d Fix broken dmdoc crosslinks (#53896)
- Backtick-escape code samples which contain `[]` syntax.
- Fix all crosslinks to nonexistent symbols.
- Somewhat improve docs for qdel defines, research defines, dynamic mode, and others.
- Remove unused bloodcrawling defines.

Some crosslinks to defined but undocumented symbols remain. For BYOND builtins, a future dmdoc version may link those symbols to their entries in the DM reference. Other symbols could be documented by a future PR.

New "file" crosslinks as used in `research.dm` are slated for release in a future dmdoc version.
2020-09-23 03:47:44 -03:00
Ryll Ryll 80cefef747 Fixes projectile impacts + messages, embedding, adds deployable landmines (#53436)
* icon and alert anim

* hmm

* projectile and embed fixes

* cap mine

* clean up, fix some issues with projectile embeds

* light

* doc

* icon

* awkward

* icon again
2020-09-23 07:53:55 +02:00
AnturK 61e5c556df Custom statues and sculpting changes. (#53154)
### Gameplay changes:
- Spacemen lose their ability to sculpt all minerals into statues barehanded, you need a chisel now.
- You can now create carving blocks out of 5 sheets of most materials.
- Using a chisel on the blocks you can designate what to carve in it (including the preset statues from before).
- Chisels can be printed at autolathe, there's also one in art storage.
### Code changes:
- Squeak component now squeaks on attack_hand for structures.
- Radials now accept atom paths automatically extracting the name with initial.
- Base and rigid stack recipes renamed appropriately.
- Statues now use custom materials.
2020-09-23 02:46:01 -03:00
TiviPlus 72fc7213ed Mecha medical and other_equipment refactor (#53637) 2020-09-23 02:40:16 -03:00
necromanceranne 149ad4def6 Sprite stuff: missing belt and suit storage sprites among others (#53804)
About The Pull Request
Adds a bunch of sprites including:

A basic nullrod sprite
Belt sprites for the claymores lol nevermind
Backsprites for the cult blade and changed the chaplain's darkblade to fit on the back.
Suit storage sprites for the dark scythe, the cultblade, the spellblade, the claymores, katana and the nullrod

Suit storage sprites for a whole host of high powered firearms. You can visibly tell someone has shotguns or sniper rifles in their armor vest. How neat.

You can't conceal stunprods in armor suit storage anymore.

Nullrod cultsword (darkblade) also uses a uniquer inhand. Ye.

Also knives and a rolling pin belt sprite, hecc!

I also did some other stuff look there are a lot of sprites and I want to sleep please leave me alone nullrods are fucking stupid.
2020-09-23 01:39:10 -04:00
tralezab e44dcc035c Flower Buds now have a countdown for ghosts for when they're going to hatch (#53648)
They're two minute timers with no indication, which makes kudzu kinda annoying to spectate.
2020-09-23 00:50:26 +01:00
TiviPlus ff1631b7b9 Fully removes devil and affiliated shitcode (#53612)
Its all over the place, messy, and overall a bad enough gamemode to be removed from rotation.
A rework would have to tear out everything as is so there is no reason to allow the shitcode to live beyond tripping up everything.
2020-09-23 00:46:21 +01:00
Gandalf 2b5419e0e2 Explosions. 2020-09-22 22:55:47 +01:00
Donkie f9c0fbcb51 Fixes pump UIs not respecting max_pressure/max_rate setting (#53678)
* Fixes pump UIs not respecting max_pressure/max_rate setting

* Fixed min/max rates and pressures for atmos devices UIs

* Maximize default atmos tank injectors rate instead of hardcoding

Fixes #53659

Also fixes the same issue with the new pressure valve. The tgui for some reason had hardcoded the max_rate/max_pressure despite them being readily available.
2020-09-21 16:29:56 -07:00
Qustinnus b48e9094c7 edible + food trash component fixes (#53837)
* food

* done
2020-09-19 22:49:17 -07:00
Iatots 24015744e4 fixes duplicate sounds, hitting windows on harm intent is now something different 2020-09-19 16:34:46 +02:00
TiviPlus c35008b1b0 Optimizes Conveyors (#53220)
Less proc overhead
Made the actual moving speedier
removed a unused var
2020-09-19 10:37:15 -03:00
Tad Hardesty 69f21be109 Fix hardcoded z-level in gibtonite code (#53817) 2020-09-18 22:57:23 -07:00
Timberpoes d95fc6a069 Completely removes Hilbert's Hotel and its associated ruin from the game. (#53790)
The Hotel is a runtime machine. When it swaps rooms, its turfs runtime. When people are actively using it, things in it constantly runtime. It's half broken, half buggy. Turfs don't remember contents. Sometimes blank rooms spawn. Sometimes nothing at all.

It's not worth the time and effort to fix or maintain it.

I'm opening this PR to completely remove it.
2020-09-18 22:13:31 -04:00
Mickyan 35752f491a Adds sidings floor decorations (#53797)
This was a frequent request from mappers ever since trimlines were added, they work similarly to trimlines but they have different use cases and don't necessarily work together, so I am calling them sidings to avoid confusion.
Whereas trimlines are floor paint for plating, these are solid borders to be used either alongside walls, smoothing transitions between floor types or mark/split an area without having to use walls, and work with any floor type.

These are ALL greyscaled, so they're trivial to bikeshed customize and make new types for your mapping needs
- Colored (plastic/vinyl strips, standard departmental colors)
- Plating(metal, grey/white/dark)
- Wood(it's wood)

I've added them to meta's bar as a small example
2020-09-18 22:10:32 -04:00
Jordan Brown a1498d7fd6 Merge pull request #53812 from SgtHunk/ITS-HAURRIBLE
Adds the CRAZY HAMBURGER
2020-09-18 22:05:50 -04:00
Mickyan d0b64d52cb impromptu bugfixing 2020-09-18 22:38:21 +02:00
SgtHunk eb27bb33d3 GRASS OF DEATH
Could I have added green smoke in some other way? Possibly.
Do I know how or have the brain power for it? Not really.
Oh yeah also actual sprite for the burger, along with all ingredients i've missed
2020-09-18 14:57:34 -03:00
oranges 538aaf8314 Slightly optimize shroom spreading code (#53652)
There were some recent lag events on the servers caused by the timer  
subsystem jamming up with glowshroom timers. I whined about this but  
nobody did anything so

(Thanos "Fine... I'll do it myself" GIF)

There are a few changes here, first we collect the potential turfs for 
the view call in a single pass, not once per yield run.

Second we don't run a second view(1) on every single potential turf, 
instead we try to randomly pick a turf 3 times during yield phase and 
check the view then.

If we fail to find a potential location then we bail out of that yield 
phase. This is a tradeoff between processing time spent finding 
locations and the chance that the glowshroom fails to spread.

Finally, we have maximum limit on how many times a glowshroom fails to 
spread, if it fails to spread at least 5 times over any iteration, it 
stops processing for spread completely.

As a bonus, the timers have been made unique, so we don't accidentally 
generate multiple timers for a single shroom, other than the two it 
already needs.

This code would benefit from being a separate subsystem and grouping, 
generations of the plants together as a single ticking entity and just 
spreading from selected edge plants. However I don't particularly feel 
like plumbing that together, so this will suit for now.
2020-09-17 23:46:20 -07:00
Winterous ffb8800bfe Make Gibtonite reactions countable regardless of time dilation (#53770)
As it stands, defusing gibtonite ore cannot be reliably counted due to 
how malleable timeflow is in-game, the animation will continue to play 
at full speed even when time dilation is at 100%. The issue is that the 
power of the crystal's explosion after defusing it is based upon how 
close to its detonation point it was defused at. This makes trying to 
get powerful crystals frustrating because of how inconsistent your only 
means of counting it is (the flashes).

This PR makes it run the animation once per countdown tick, and adds a 
5th frame of animation so that it loops more smoothly.

It's kind of frustrating to count the right number of flashes and have 
4 or more reactions remaining just because of time dilation. Now that 
won't be an issue.
2020-09-17 23:05:41 -07:00