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Branch: master
Commits on Feb 14, 2019
  1. Merge pull request #832 from MistakeNot4892/pipboys

    EmperorJon committed Feb 14, 2019
    Backported Europa wrist computers.
  2. Merge pull request #826 from MistakeNot4892/nameupdate

    EmperorJon committed Feb 14, 2019
    Look and feel updates.
Commits on Feb 13, 2019
  1. Sets max skill default for all skills to max

    EmperorJon committed Feb 13, 2019
    I'm sure we'll end up tweaking/changing the system as necessary, this is just to unlock all skills as a possibility for general testing/dev purposes if nothing else.
Commits on Feb 11, 2019
  1. Updates tube lights to LIGHT_COLOR_HALOGEN

    EmperorJon committed Feb 11, 2019
    Just tubes, not all lights. This was suggested based on the new lighting system in terms of both aesthetics and performance. It has a cooler feel than the current.
Commits on Feb 5, 2019
  1. Updates decals to fix issues with AO

    EmperorJon committed Feb 5, 2019
    AO was overwriting decals because they don't use SSOverlay, and they would then overwrite AO overlays because they don't have a plane/layer.
    This adds those, so decals will now correctly render and AO will render on top of them (and various other things).
Commits on Feb 4, 2019
  1. Merge pull request #818 from MistakeNot4892/clothes

    EmperorJon committed Feb 4, 2019
    Vast swathes of icon and path fixes following major removals.
  2. Makes the info window/new player panel a bit more robust

    EmperorJon committed Feb 3, 2019
    Removes 1 call to show the new player panel which I'm certain is defunct and should not be occurring (on pref setup), to prevent the panel appearing when the player still has the server info window open.
    Forcibly closes the new player panel when the client logs in, to ensure that it cannot be open (it would remain open if it already was and the player was connected over the server restart, at which point it would break).
    Adds a global definition of the player panel window ID so that we're sure we're creating and closing the same window ID.
    
    Suggestions of other ways to do this very welcome.
Commits on Feb 3, 2019
  1. Adds a dehumidifier, a bit like a portable heater or atmos pump, for …

    EmperorJon committed Jan 31, 2019
    …draining fluid
Commits on Jan 27, 2019
  1. Fixes damage overlays

    EmperorJon committed Jan 27, 2019
  2. Removes some ladder requirements

    EmperorJon committed Jan 26, 2019
    Removes the requirement for ladders to be on open space to correctly link with the ladders below, and stops them adding lattice to the tile they're on. Ladder pairs should now function on any terrain they're placed on.
    This allows ladders to be used between 2 Z-levels that have no open space and no default base turfs of open space, so you can have Z-levels which are ladder-traversable whilst still being further apart than just sat on top of each other.
  3. Fixes message to src/chat issue

    EmperorJon committed Jan 26, 2019
  4. Splits walls into constructed and natural

    EmperorJon committed Jan 27, 2019
    Splits simulated/wall into simulated/wall/constructed and simulated/wall/natural.
    Wall icon/material behaviour is in the base wall type, so this can be used by new "natural" walls.
    Replaces mineable mineral turfs with natural walls, so they blend/connect correctly and use a rock material-based edge.
    This means only natural walls can be mined and only constructed walls can be constructed/deconstructed, but both use the same icon and material system.
    Changes sandstone to limestone and makes the default natural rock wall a limestone wall.
    Adds a new set of rock sprites to wall_masks.dmi. Doors/reinforced/etc. not supported, because there's no way to do this for natural walls.
Commits on Jan 26, 2019
  1. Some fixes/updates to get the server info system working

    EmperorJon committed Jan 26, 2019
  2. Removes the MOTD from the chat window and pops it up when you join th…

    EmperorJon committed Dec 18, 2016
    …e server in a brand new window instead.
    
    This window must be closed to continue to the normal menu, and basically consists of the MOTD + Rules + Map info + some useful links. Various config changes etc. made as a result, examples should be provided. Doesn't include actual configs or MOTD I tested with. When/if this goes through I'll throw them Zuh's way or whatever.
    
    A global list (ew I know) is used to check which ckeys have pressed the button so you only see it once per round. It's also available as a Server Information verb in the OOC tab.
    
    The idea behind this is that it can be used to show current info, event info, map-specific info, or whatever, as well as preventing "I didn't read the rules" as an excuse because you literally have to click a button on a page showing you the rules to continue.
Commits on May 17, 2016
  1. Adds three new hair flower pins - yellow, blue, and pink.

    EmperorJon authored and mwerezak committed Sep 9, 2015
    All three have the same on-ear/head sprite as the current red hair flower pin, but a different in hand sprite.
    The red flower pin should remain untouched and is still "hairflower", with the new colours being subtypes.
    
    Manually merges the dmis by hand.
    
    Conflicts:
    	code/datums/supplypacks.dm
    	code/modules/client/preferences_gear.dm
Commits on Apr 24, 2016
  1. Add's Ragnie's Ward-Takahashi prosthetics to the game.

    EmperorJon authored and mwerezak committed Jan 11, 2016
    This should be all that's needed, I think?
    
    Conflicts:
    	code/modules/organs/robolimbs.dm
Commits on Apr 23, 2016
  1. Moves antag text to antag levels. Changes renegade text from default …

    EmperorJon authored and PsiOmegaDelta committed Apr 22, 2016
    …to make it clear they're minor antagonists meant to resist the major ones. Changes ERT text to make it clear they're not antagonists (not that anyone ever comments on it, but that is what it says)...
    
    Conflicts:
    	code/game/antagonist/antagonist.dm
    	code/game/antagonist/antagonist_create.dm
    	code/game/gamemodes/game_mode.dm
Commits on Feb 29, 2016
Commits on Jan 14, 2016
  1. Fixes mask coverage.

    EmperorJon authored and PsiOmegaDelta committed Jan 12, 2016
Commits on Dec 21, 2015
  1. Fixes the general flavour text field.

    EmperorJon authored and PsiOmegaDelta committed Dec 21, 2015
    The field was blanking each time it was opened to edit.
Commits on Dec 17, 2015
  1. Removes the else to properly for the switch statement, meaning that i…

    EmperorJon authored and PsiOmegaDelta committed Dec 14, 2015
    …t no longer wipes your flavour text/thinks you're opening the general slot ever time.
Commits on Dec 6, 2015
  1. Updates all get_base_turf usages to get_base_turf_by_area.

    EmperorJon authored and mwerezak committed Dec 5, 2015
    This means that instead of the base turf being defined by the z-level, it's now defined by area and defaulted by z-level.
    
    Updates all "shuttle" and "solar" areas to have a base_turf of space.
    Updates docking arms 1, 2, and 3 on the main asteroid level to have a base_turf of space.
    
    Other z-levels may still need updating.
    
    This change means that all actions which destroy or dismantle a tile - for example bombs, a singularity, a shuttle leaving, or deconstruction - now leave these new areas as space not asteroid. Future mapping efforts may need to take this into account.
    
    Conflicts:
    	code/game/area/Space Station 13 areas.dm
  2. Allows you to define a base turf for an area which overrides the z-le…

    EmperorJon authored and mwerezak committed Dec 3, 2015
    …vel's base turf in unsorted.dm.
    
    It will first check to see if the turf is set, and if not it will still use the z-level default.
    This means we can mark areas as having a base of space to override the z-level base of asteroid that we're using.
    As a result, we can ensure the bombs, shuttles moving, etc. leave behind an space turf by defining shuttles, solars/"external" areas as using space as a base.
    Areas will need to be updated to check with base_turf = /turf/space and references to the old get_base_turf proc updated so all calls (bombs, Nar'Sie, deconstruction, etc.) have the correct effect, but it's tired and I want to commit this now so I'm committed to finishing it tomorrow.
Commits on Jun 19, 2013
  1. Changes to some AI Ion Storm Laws.

    EmperorJon committed Jun 19, 2013
    Told to do so by Ispil.
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