Commit Graph

13795 Commits

Author SHA1 Message Date
Nicolas Nattis d46613fa9a Allows to throw things over tank holders 2020-09-28 15:59:01 -03:00
Nicolas Nattis 1285bfd9d0 Code improvement and small fix 2020-09-28 15:54:23 -03:00
Nicolas Nattis 735e4ae373 More fixes 2020-09-28 15:32:53 -03:00
Nicolas Nattis 7a70c4bf5d Fix 2020-09-28 15:18:00 -03:00
Nicolas Nattis 5848ee5fc7 Merge branch 'master' of https://github.com/tgstation/tgstation into tank-frames 2020-09-28 15:06:44 -03:00
Nicolas Nattis c53841c1df Adds the tank holder 2020-09-28 15:04:55 -03:00
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
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
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
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
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
TiviPlus 3dad9ef20f Refactors decals to an element (#53922) 2020-09-24 21:36:17 -03:00
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
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
zxaber 8e98391dfb tgui: Borg tablets and RoboTact as a borg self-management app (#53373)
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* who even knows what step I'm on anymore

* and another one

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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
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
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
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
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
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
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
SgtHunk af380827c0 RED HOT CHILLI PEPPAH 2020-09-17 21:23:25 -03:00
Ghilker 29c0ed1b00 Remove bad reference from atmos (#53781)
Change the name from Cyrion B to Zauker due to the easy connection the bad groups in the past

Not getting a repo ban is good
2020-09-17 13:51:15 -07:00
Arkatos1 676d0d60ef tgui: Stack menu (#53657)
* Stack TGUI

* Improvements

* Cyborg sanity
2020-09-17 17:54:00 +03:00
TiviPlus 456723c4df Silicon deletion cleanup (#53680)
Law datums were referencing owner
Law datums were not being delled
Some MMI code was organized strangely
2020-09-16 23:48:25 -03:00
Timberpoes a98ffd737a Fix minor implant case runtime (#53698) 2020-09-16 23:44:01 -03:00
Timberpoes 8f1e874559 Apple cakes no longer give slime cake slices. (#53731) 2020-09-16 21:08:03 -03:00
ArcaneMusic d836946e8e Arcane finishes the fight and adds all the missing belt sprites and a worn sprite Admin Tool. (#53305) 2020-09-16 16:11:23 -03:00
Qustinnus 2c8489af26 s-s-s-spaghetti to newfood (#53574)
🆑 Qustinnus
code: Moves spaghetti to new food
fix: Fixes some more size problems on food
fix: Fixes organs having wrong params
/🆑

fixes #53482 fixes #53572
2020-09-16 02:49:06 +01:00
Couls 75cdfc88f6 Optimize stat panel and fix guardian verbs (#53463)
Optimizes stat panel code for better performance, including icon caching and removing some unnecessary processing
Also fixes #53432
fix #53381
fix #53724
Changelog

add: icons are back on alt clicks
fix: horrible performance from alt clicking turfs with multiple objects
tweak:browser should notify the SS when it's ready to receive data

* Update statbrowser.html

* Apply suggestions from code review

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>

* hidden = TRUE

* almost ready

* Browser should notify when ready to receive data

* Apply MSO's suggestions

* reset cache if something in it gets deleted

* Fix runtime

* fix my stupid code

* send href_token when adding admin tabs

* fix an issue with cyborg suit topic

Co-authored-by: Jared-Fogle <35135081+Jared-Fogle@users.noreply.github.com>
2020-09-14 23:36:46 -07:00
Jimmius a9c538fbc9 Airlock Seals 2: I'm dumb and a fool edition (#53114)
Adds door seals to the game, inspired by the ones used in Alien Isolation and SOMA. Trivially easy for a human to remove, but makes it a nightmare to try and smash through if you're an alien, an evil robot, or don't have hands. I also slightly changed how airlock reinforcement works, as now there are two ways to increase the integrity, the previous way of just resetting the max_integrity after the removal of the plating wouldn't work.
2020-09-13 16:12:02 +01:00
Tad Hardesty 899a9e04cb Fix some missing Initialize hints (#53566)
* Fix some missing initialize hints

* Whitelist /mob/dview not calling /atom/Initialize()

* Better idea
2020-09-13 20:34:12 +08:00
tralezab 1424bd0b2a Countdowns now use the maptext class (#53649) 2020-09-13 06:01:58 +01:00