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Very High Activity
Commits
: Listings
Analyzed
about 17 hours
ago. based on code collected
about 18 hours
ago.
Nov 18, 2024 — Nov 18, 2025
Showing page 4,047 of 4,061
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The wires I added to cyborgs now do stuff! Two wires do nothing, until such a time as I come up with decent things for them to do. One wire controls the borg's LawSync protocol. Severing this wire disables law updates. Pulsing it forces an update of the borg's laws. Last wire controls the borg's AI link. Severing the wire severs the borg's link to its AI if it had one. It retains any custom laws it happened to have picked up from the AI. Pulsing the wire forces it to choose an AI to link with.
[email protected]
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about 15 years ago
More map fixes. Captain's APC is fixed. Some general modifications.
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about 15 years ago
*Prison Station nows has a lounge with vending machines and a couple of scrubbers. *Code for AI liquid dispensers is in. Not on map yet due to lack of sprite (they're fire alarms right now) and to assess player opinion. *Changelog updated.
crazyclonetheninja
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about 15 years ago
Map fixes.
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about 15 years ago
Fixed a minor issue with the Distribution Loop Monitoring terminal.
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about 15 years ago
A few misc fixes. Added a second Construction Site reminiscent of the original one.
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about 15 years ago
Fixes:
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about 15 years ago
Started work on some cyborg updates I've had planned for a while. Cyborgs now only receive law changes from their AI when they check their laws. In practice, this only matters if the AI dies or is intelicarded (or if the borg's law sync wire is cut once I get that coded) in the time between the law being uploaded and the borg checking its laws. Cyborgs now have four wires that are randomized each round, much like in an airlock or APC. Currently, these wires do nothing and cannot be interacted with, but its getting late and I need sleep. It is planned for one of these wires to control law syncing, another to control AI linkage, and the other two to either do nothing or short out the powercell Moved the borg/ai law-related code to separate files for convenience
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about 15 years ago
Even more bug fixes. Ghetto engine fix.
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about 15 years ago
More bug fixes for the new map.
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about 15 years ago
Numerous map fixes for the new map. The mime no longer spawns in spess and Virology has a proper airlock again.
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about 15 years ago
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@425 316c924e-a436-60f5-8080-3fe189b3f50e
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about 15 years ago
Finally committing the map from the thread below: http://tgstation13.servehttp.com/phpBB3/viewtopic.php?f=3&t=229
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about 15 years ago
Food/Drink Overhaul Phase 1: Vast majority of the changes are transparent to players. - Healing on all food items have been adjusted. This means food heals for more generally (also because the old code always healed 1 damage regardless of what the food was designed to do). The strength of secondary effects (such as heat from chilis or the extra healing from donuts) has generally changed (donk pockets currently only heal their basic amount, I think). - Poisonous shrooms are still potentially lethal but you'll have time to respond to their effect. - Redundancies removed from all over the place. - New reagents: Nutriment, Ketchup, Soy Sauce, Salt, Pepper, Capsaicin Oil, Frost Oil, Amatoxin, Psilocybin, Sprinkles - Preparation for condiments - Fixed Gulp_Size related stuff. - New Food Item: Chaos Donut: 1 Hot Sauce + 1 Cold Sauce + 1 Flour + 1 Egg. Has a variable effect. NOT DEADLY (usually). - New Drug: Ethylredoxrazine: Carbon + Oxygen + Anti-Toxin. Binds strongly with Ethanol *HINT* - Changelog updated.
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about 15 years ago
The CMO now has his own more distinctive labcoat to aid recognition.
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about 15 years ago
Added gimmick clothing: Soviet uniforms and ushankas. Sprites by Deuryn.
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about 15 years ago
Wizarditis is no longer available in crates.
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about 15 years ago
Should make CMO count as a head for rev purposes. Note: This is quite difficult to test properly locally, report any bugs ASAP
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about 15 years ago
Doors that are powered or bolted can no longer be disassembled. Added messages informing the person disassembling the door as to why it won't work.
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about 15 years ago
- Constructed vents and scrubbers can be initialized through air alarm interface. - Minor tweaks.
panurgomatic
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about 15 years ago
Bunch of fixes to late-joining, including that Cargo Tech will be available and it won't spawn extra QMs.
[email protected]
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about 15 years ago
QM split to one QM in charge with two Cargo Technicians. Chief Medical Officer added in charge of Medbay.
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about 15 years ago
Fixed constructed valves being dumb and not properly setting their initialize_directions to the proper value.
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about 15 years ago
Fixed moonshine as per musket's request, apparently it's not the same as hooch
polyxenitopalidou
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about 15 years ago
Cocktails can't get you wasted that fast now. Also Tripled rate at which mob/life handles Dizziness loss.
polyxenitopalidou
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about 15 years ago
Fixed scrubbers not properly connecting to pipelines (which panurgomatic accidentally broke 100+ revisions back.)
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about 15 years ago
Clown wizards lose clumsiness like traitor and revhead clowns.
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about 15 years ago
Kitchen recipe fixes and updates. (Courtesy of K0000)
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about 15 years ago
- Added ladders with godawful sprites. Started work on elevators with, you guessed it, godawful sprites.
uporotiy
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about 15 years ago
- Fixed asteroids turning to metal walls due to smootwalls thingy.
panurgomatic
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about 15 years ago
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