Commit Graph

24 Commits

Author SHA1 Message Date
phil235 2ec892a1fc Merge branch 'master' of https://github.com/tgstation/-tg-station into Holobarrier
Conflicts:
	icons/effects/effects.dmi
2016-02-22 01:34:20 +01:00
Nerd Lord 37eee7c302 keep the heal effect within the tile okay 2016-02-19 14:02:53 -05:00
phil235 8b2708ff9a Replaces holo tape and holo tape projector with holo barrier and holo barrier projector (children of the janitor's holosign creator). 2016-02-19 02:34:57 +01:00
Nerd Lord 59d342af3a Blobbernauts and blob spores now have healing effects when being healed by the blob.
Blob chemicals no longer work on blob mobs, meaning you can't hit yourself as a blobbernaut to throw things with sorium, darkmatter, or cyclonic grid.
2016-02-18 17:11:59 -05:00
Nerd Lord c28c1203cd Adds five new blob chemicals.
Blob mobs now heal for 2.5% of their maxhealth when blob_act()ed, basically whenever they're on the blob
Blob expansion no longer has a chance to fail inversely proportional with the expanding blob's health.
Blobbernauts have slight color differences.
2016-02-06 19:32:30 -05:00
Nerd Lord 3166b8344b animation is more visible 2016-01-25 22:59:11 -05:00
Nerd Lord 0de8032983 directed attacks have more alpha 2016-01-25 21:31:36 -05:00
Nerd Lord c3699fa909 Blobs now have an animation when attacking a turf
updates a comment for accuracy
incidentally fixes bots to use the overlay instead of setting all the vars then deleting a thing
2016-01-25 21:17:56 -05:00
Nerd Lord fed4212716 Updates guardian HUD button icons.
Adds two new holoparasite colors, light purple and crimson.
Replaces silver in the possible holoparasite prefix list with platinum.
Updates descriptions for the guardian types traitors have access to.

Adds glow effects when guardians teleport or recall, including fire guardian teleporting and support guardian teleporting.
2016-01-12 16:39:08 -05:00
KorPhaeron 1d9b334e50 Fixes layers 2016-01-09 15:32:35 -06:00
Nerd Lord 1414070115 Cult theme update;
Cult stuff uses cult span classes for the most part.
There are beams when using blood drain on a target and when reviving a target with the raise dead rune.
There's a nar-sie maw when you sac something, holy shit.
Sac invocation is now the old invocation, and it worked in testing I promise.
Updates construct descriptions to match what they tend to do.
There's like one or two bugfixes, you can examine talismans as a cultist without the paper menu popping up.
The supply talisman popup is like 50% smaller.
2015-11-27 21:53:56 -05:00
Nerd Lord 9437d6fc27 BETTER workaround. 2015-11-18 15:21:04 -05:00
Nerd Lord a183e0474d Pooling is good for the soul. 2015-11-17 11:27:26 -05:00
Nerd Lord 757d009e4f Constructs now have action buttons!
Cult floors and walls now have a glow effect when spawning in.
Nar-Sie uses a span class just for it spawning. Get spook.
2015-11-16 15:20:13 -05:00
Nerd Lord 0f23809346 Revenant changes XVIII
Made the abilities easier to tweak and somewhat less copypasta. They're still for() loops though.
Check the changelog for additional details.
2015-11-05 18:50:51 -05:00
Nerd Lord c21fd722e9 Defile now rusts normal and rwalls at a very low chance.
Revenant abilities cause purple sparkles now.
Incidentally fixed up EMP pulses so they don't set the name and duration of the object they spawn for everything that spawns the object.
2015-10-21 14:05:59 -04:00
Hornygranny 264c25b892 makes the singularity's pulling OOP with the magic of atom proc 2014-10-27 16:43:35 -07:00
Hornygranny e5e6ded884 singularity is now OOP 2014-10-20 16:36:00 -07:00
Firecage 22743b77f4 Adds asbolute paths to some effect files. 2014-08-07 18:59:06 +02:00
MrPerson 9eee3e5067 First pass at a qdel() garbage collection system for tgstation
Works pretty well. If it can't GC something, it'll just del() it and be done.
Speed is amazing, holy shit.

New procs you should be aware of:
qdel(atom/movable) - sets up an object for garbage collection. Call this rather than del(atom/movable).
atom/movable/Destroy() - called right before the object is GC'd, so it still has a loc. Also called if the object is del()'d.
new controller - garbage.dm has all the details on this. Basically it nulls all references on GC'd objects and force del() them if necessary.
Generally speaking, objects should use Destroy() for behavior prior to deletion rather than Del(). You should also always call the parent so the object gets the right gc_destroyed var set.

ISSUES:
Tries to GC mobs atm. This actually works for new players, not so much for humans/monkies/simple_animals/anything. I'm guessing it needs to clear out their mind and HUD and maybe other things.
Gibbing is really bugged. It works, but the overlays just sit there for awhile and ugh. I'm very tempted just to del() mob/living and mob/camera and call it a day.
qdel() equipment doesn't unequip the item.
Pipes don't generally GC correctly. Debugging suggests they get referenced in many pipenets and that isn't cleared properly. However some do work fine. Need assistance here.
Bots don't GC, probably in the radio controller.
Lots of other shit doesn't GC but it's hard to find them because of the pipe spam.
I think I'm calling Destroy() twice by accident.
2014-02-23 14:55:12 -08:00
Kortgstation@gmail.com 4bb0e22624 Fixed palm trees. You can no longer shove them around, and you'll no longer appear standing over the top half of them.
Ticked Academy.dm so the Academy map can actually be played.

Removed desert.dmm and assistantChamber.dmm as they were both unfinished/terrible. One was literally just a z level of sand and bears, the other was a tiny room full of turrets. Neither even had gates.

Added a small, simple beach map and a new area for it (with tanning re-added). Just a place for the crew to relax. Nothing dangerous, nothing notable loot wise.

Updated the away mission fileList.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4896 316c924e-a436-60f5-8080-3fe189b3f50e
2012-10-17 05:12:39 +00:00
elly1989@rocketmail.com 73e5c38a56 Preparations for reducing the number of processing machines at round-start. There are currently 8000 or so at round start, this was already pruned to 2800ish by doohl's stuff.
machine.process() now uses a return value to remove itself from the processing machines list. This is more efficient and will help reduce costs especially at round start where some 5000+ machines were removed from the list using first-find. Now there is no searching involved. Instead of machines.Remove(src) just do .=PROCESS_KILL that will return the flag to the proc which called it (the MC) and trigger its removal from the list. If you're deleting something don't even bother removing it from the machines list, there is no need to.

Simplified the last_processed stuff for the MC. It's now a single variable rather than 3. It is simply a typepath rather than a reference to an object (this is so it works even if said object is deleted)

MC stats in admin status_panels now show the length of the processing lists (indicated by #). I've just realised I forgot to mention what the abbreviations are:
The less obvious ones are: Dis=diseases; Net=pipes; Pnet=powernets; Mch=Machines; Tick=the game-mode ticker.

Beach-water now uses an overlay image rather than a separate object.

Fixed a typo in the shuttle console.

Hydroponics trays no longer use first-find within their process() for checking the plant is in the tray (why is that even there anyway? talk about lazy)

Removed some junk/placeholder procs like organ/proc/process() return

Removed newscasters from the processing machines lists.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4603 316c924e-a436-60f5-8080-3fe189b3f50e
2012-09-02 20:32:01 +00:00
elly1989@rocketmail.com 3ec363768c Fixed the last of the beach stuff.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4596 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-31 17:55:30 +00:00
johnsonmt88@gmail.com 74fcce34d9 Map and Animal fixes!
Simple_animal fixes:
- Mice now properly get added to the mob list.
- Simple animals no longer use emotes if they have a client attached.
- Bears no longer run their AI stuff if they have a client attached.

This means that admins can now use the 'Animalize' button to turn players into mice and bears!

Map fixes:
- That window near arrival shuttle is back where it is supposed to be.
- Nuke op shuttle has red floors again.
- Holodeck's beach program once again has a beach.
- The beach once again is a beach.
- Re-added plating in the centcomm control room (where A.L.I.C.E. is.)

Changelog updated.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4583 316c924e-a436-60f5-8080-3fe189b3f50e
2012-08-29 22:59:53 +00:00