Commit Graph

12325 Commits

Author SHA1 Message Date
Rob Bailey 533201a9f1 Smooth Movement: Resurrection: Resurgence: Revengeance 4: The Return of Smooth Movement: Smooth Edition Director's Cut (#52515)
Automatic glide size adjustment based on move delay.
Essentially a port of https://github.com/yogstation13/Yogstation/pull/8132 but that was mostly my code with some fixes.

Why again? well it turns out the recent byond fixes to glide size actually worked and solved the issues that were unsolvable.
https://file.house/0B3u.mp4
Glide size no longer incorrectly scales at fps, so it works as intended at any framerate with the only stuttering being normal byond suck stuttering.
2020-08-27 18:34:11 -07:00
Couls e7f99e3b8b Browser Status Panel (#53112) 2020-08-27 15:28:03 -07:00
NightRed 000aabd84e Remove rats from total count on death (#53209)
* remove rats on death

* revival add back to the list
2020-08-27 02:25:25 -07:00
Jared-Fogle 2a43f2a5e9 Adds a succumb alert prompt (#52892)
* Adds a succumb action

* Change from action button to alert to stand out more

* CAN_SUCCUMB macro and early return

* Move updating to set_stat

* Bring back new_stat

* Move to new traits

* Observer check
2020-08-27 09:24:32 +02:00
Ryll Ryll 52b5eecced Grabbing Yourself + Wound Fixes: Take 2 (+Minor Scar Changes) (#52951)
By clicking yourself with grab intent while targeting a limb of yours that's bleeding, you'll "grab" onto it with your free hand to apply pressure. This takes 1.5 seconds to do, takes up a hand while you do so, and applies a slowdown while you're holding it. In return, that limb will bleed 30% less while you're holding it (though it won't clot any faster). This stacks with the 25% reduction in bleeding you get from being horizontal, so laying down clutching your gushing gut while waiting for help is now both thematic and viable!
Other fixes and changes

I also made some other changes to wounds of various importance. Here's a quick list

-Most wound treatments now respect thick clothing/materials, so you can no longer suture slashes through spacesuits.
-Using sutures on slashes and pierces now actually use up sutures, and regen mesh must be opened to treat wounds with
-Infectious zombies (romerol) can now be wounded as intended
-Coagulant has been nerfed again to reduce bleeding less for every wound it's reducing bleeding on. This'll still need more love and attention later, but I need to find a good middle point where medipens are good for bleeding in an emergency without being a way to sidestep any and all bleeding wounds in one go.
-I added a recipe for improvised coagulant in the Wounds 2 PR using baked pulped banana peels and salglu, but then realized that recipe sucked and was overly complicated. You can now drink straight up ground/juiced banana peels to help close up slashes and piercings. Yuckm!
-You can no longer repeatedly disembowel people who have already lost their internal organs
-Whetstones now make things edged sharp rather than pointy sharp, fixing a carryover from when sharpness = 2 used to be accurate sharpness. This'll have the effect of making sharpened weapons less sucky at chopping people apart since slashing is usually more devastating than piercing

I've also made a few tweaks to scars, mostly making them a bit smaller. It now takes twice as much scar severity to reach "absolutely fucked up" when examined, and the other steps have been raised a few points as well. Minor scar examine text is a tad smaller text-wise, and the precise locations for the scars are a bit more procedural as well (more location modifiers like upper/lower/inner/outer wrist/whatever). These changes will hopefully add a bit more variety to the scarring you see on random crew members, since it's pretty easy to hit max examine severity as is.
2020-08-26 23:19:49 -07:00
Ryll Ryll b64f2c0f2c Fixes quickswap letting you keep clothing traits (#52790)
Unequipping clothing via quickswap now properly calls dropped(), so you lose any traits you get for wearing them. This fixes being able to use the quickswap hotkey to keep traits and other properties like krav maga, sec/med/diagnostic hud's, and whatever else without actually wearing the clothing.

Fixes: #52788
Fixes: #50798

Why It's Good For The Game

Honestly for my money, a quickswap hotkey is lame and overly gamey, which is funny because the kind of player who would be into that is exactly the kind of player I'd suspect of quietly abusing a bug like this bug for the last several months, but I digress.
Changelog

cl Ryll/Shaps
fix: Quickswapping clothing now properly unequips the swapped-out clothing, removing any traits they granted while worn
/cl
2020-08-27 15:43:40 +12:00
Qustinnus a2a37c1a3b Vatgrowing content: Swab the clowns clothes for cursed clown cell lines (#53186) 2020-08-26 16:14:39 -07:00
Donkie 9c3846885f Bloody feet update (#53109)
Componentized the bloody feet feature.

* Hardsuits and other feet-covering clothing can now get bloody feet as well and spread gunk around.
* Bare feet can now get bloody as well and spread gunk around.
* Shoes/feet won't get bloody if something is covering them.
* Improved blood spreading behaviour. Previously, magic numbers were used in the blood pick up and drop off process. Now, when you step in blood, you and the floor share the blood volume. When you step on a non-bloody tile, you give away half of your shoe blood to the tile, and so on. This means the total blood volume always stays constant when moving around. * Blood doesn't appear out of thin air, nor get flushed to bluespace.
* Lowered footprint minimum opacity. Because it looks better, imo.
* Improved footprint exit/enter dirs.
* Improved footprint examine.
* Removed code for cult magic where a spell can suck up blood on your shoes. I'm pretty sure this code didn't work anyway. Implementing that for this new system would require a new signal and I just don't think it's worth it.

How can this game make you spend 20 hours on fucking spaceman footprints

Hardsuits will become "fully bloody" by just stepping in blood. This is a limitation of the current forensics system, as that is what is used to determine if an item is bloody or not. I'm aware of this but I don't think it fits to fix that in this PR.

cl
add: Footprints and bloody shoes major update. Hardsuits and bare feet can now get bloody as well. Improved blood spreading behaviour.
fix: Shoes will no longer get bloody while wearing something that covers them.
/cl
2020-08-27 09:57:20 +12:00
MrMelbert 155ea87162 Bees will escape from bags when opened by someone (#52918)
Allows bees to escape storage when opened.
2020-08-26 15:33:57 +02:00
TemporalOroboros 70d4bcaf3c Makes reagent exposure methods bitflags (#53164) 2020-08-25 16:40:15 -07:00
Qustinnus 4925565a2b Adds an action speed modifier system (#53023) 2020-08-25 09:49:41 -07:00
Rohesie 988319b3e3 mobility refactor (#52929) 2020-08-24 13:56:07 -07:00
81Denton 3858b72bdb Merge pull request #53020 from Qustinnus/fatgrowing
[READY] Vatgrowing: Third time's the charm
2020-08-24 22:46:08 +02:00
ishitbyabullet c512024e2f Adds Bull Terriers (#53148) 2020-08-24 13:57:17 -03:00
Rohesie 3a1020e47d Crit status refactor (#53117) 2020-08-24 07:41:00 -07:00
ATH1909 98340cc368 Buffs the Technophile Sect (#53126)
* mr roboto

* favor cost increased to 1,000 points
2020-08-24 09:46:50 -04:00
TiviPlus 911efa3cb2 Makes bloodcrawl not use a dumb var (#52714) 2020-08-24 09:30:58 -03:00
TemporalOroboros 6e950daccc Defines damage flags. (#53158) 2020-08-24 08:20:33 -03:00
Rohesie bdc230e6a9 You can now shove pets and some pushover bots away (#53125)
* shove

* floyd suggestion

* lemon review
2020-08-24 02:13:33 -07:00
floyd da2a5871da fix 2020-08-24 00:17:11 +02:00
Jared-Fogle 5da135f377 Polling ghost candidates now uses real names (#53122) 2020-08-23 05:12:50 -03:00
floyd fc2872329b finale 2020-08-23 02:20:06 +02:00
floyd d24b294e92 fixes 2020-08-23 01:30:08 +02:00
floyd 4160ff60d9 donerino roheserino 2020-08-23 00:59:08 +02:00
floyd d8c2e683a0 Merge branch 'master' into fatgrowing 2020-08-22 23:01:19 +02:00
Qustinnus 3c5a9d7358 Update code/modules/mob/living/simple_animal/hostile/ooze.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:49:33 +02:00
Qustinnus 61cbdb2a12 Update code/modules/mob/living/simple_animal/hostile/ooze.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:48:15 +02:00
Qustinnus 0ef53a2799 Update code/modules/mob/living/simple_animal/hostile/ooze.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:47:44 +02:00
Qustinnus 10a8ca40d1 Update code/modules/mob/living/simple_animal/hostile/ooze.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:47:11 +02:00
Qustinnus f5430a9f5f Update code/modules/mob/living/simple_animal/hostile/vatbeast.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:45:40 +02:00
Qustinnus 547f9479c3 Update code/modules/mob/living/simple_animal/hostile/ooze.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-22 22:45:31 +02:00
Rohesie eda7c6ca55 Overlay lighting component (#52413)
Sparks no longer lag, projectile beams move super smoothly, same with mobs and whatnot. This also allows for easy expansion into directional lights, field-of-view, wee-woo rotating lights or whatever.

It does have a downside: things right-clicked or checked through the alt+click tab will show the light overlay:


This is a BYOND limitation, very well worth it IMO.

🆑
add: Smooth movable lighting system implemented. Projectiles, sparks, thrown flashlights or moving mobs with lights should be much smoother and less laggy.
balance: Light sources no longer stack in range, though they still do in intensity.
/🆑
2020-08-22 14:56:38 +12:00
NightRed c1141ef696 Jelly person body swap fix (#53090) 2020-08-21 23:21:10 -03:00
Rohesie 2033f62c5e thrown damage runtime (#52913) 2020-08-21 22:52:47 +02:00
Rohesie 7859721611 Explosions SS runtime fix + code cleanup (#52894)
* runtime fix

* turf references are immortal
2020-08-21 21:57:29 +02:00
nemvar d72afc6895 Merge pull request #53042 from GuillaumePrata/Plasmamen---Command
Adds Plasmamen Command and Centcom suits.
2020-08-21 21:47:34 +02:00
nemvar dc30c6e9a5 Merge pull request #52959 from bobbahbrown/runechat-changes
Adds Time-Based Layering to Runechat Messages + Refactoring
2020-08-21 11:40:56 +02:00
nemvar 92b408a21d Merge pull request #52975 from Jared-Fogle/shake-animation
Add an animation for shaking
2020-08-21 11:38:44 +02:00
Qustinnus ec330d23dc Update code/modules/mob/living/simple_animal/hostile/vatbeast.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 07:03:49 +02:00
Qustinnus 779365997f Update code/modules/mob/living/simple_animal/hostile/vatbeast.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 07:03:38 +02:00
Qustinnus 08026d98bc Update code/modules/mob/living/simple_animal/hostile/ooze.dm
Co-authored-by: Rohesie <rohesie@gmail.com>
2020-08-21 07:00:49 +02:00
Detective-Google c81689153c Attempts to refactor the get_equipped_item proc (#52969) 2020-08-21 01:40:30 -03:00
Jared-Fogle 4367f41b78 Fix resisting not starting stop, drop, and roll (#53079) 2020-08-20 23:57:03 -03:00
floyd e3d1ee6651 all fixed 2020-08-20 23:37:15 +03:00
floyd 2e96e70b40 allfixed 2020-08-20 23:37:13 +03:00
floyd 4e1b95c7e0 done 2020-08-20 23:37:12 +03:00
floyd 5478525881 DMIs 2020-08-20 23:36:33 +03:00
floyd 4fa95f900f fixes 2020-08-20 23:36:31 +03:00
floyd 33a51402cd more shit 2020-08-20 23:36:29 +03:00
Jared-Fogle d4f8c10f49 Monkeys are now disarmed like humans (#53036)
Previously, monkey disarming was the old system of RNG stun/lose item. This PR makes disarming monkeys the same as disarming humans.
2020-08-20 12:48:54 -03:00