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Спрайты и код мед сканера с Ребея #1
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Плюс еще нужно захватить звук, который проигрывается, когда туда кладут человека. |
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* Wizard, cult and some other gamemodes removed * Storyteller implementation 1 * Gamemode remove complete * Antagonist removing * Storyteller system This pile of code fragments and ideas that may become Storyteller sys * Merge preparation * Antagonist system rework #3 * Antagonist system rework #4 * New antag system #5 * New antag system integration #1 * Antagonist panels rework * New antagonist system finishing #? ~60 compile errors remains * 14 errors left * Oh, i can't believe... It compiled! * Antagonist factions improve & test prepare * Antagonist system test done. In seems, they almost work. * Antagonist... Something. * Resolve & fix * Storyteller, old files removed? roleset concept * Minor fixes, traitor roleset implementation * So close! * Storyteller, antag and other stuff is ready for test * Finally final * DMEeblya and cult tome, again * Nuke grafoniy fix and some other fixes i can't remember * Faction panel && get_vents from antag to helpers * get_vents() balance * Faction panel improvement
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* port of modular computers from baystation12 * add 1 * add 2 * tadd 3 * add 4 * add 5 * add 6 * add 7 * add 8 * add 9 * merge * add 10 * add 11 * PDA cleanup * last fixes * CleanUp * Review fix #1 * Review fix 2 * Review fix 3 * Review fix 4 * Review fix 5 * Review fix 6 * Review fix 7 * Review fix 8 * Review fix 9 * Review fix 10 * Review fix 11 * Review fix 12 * Working commit, doesn't compile because of a proc needed from master branch * fixed manifest, some computer tweaks and fixes * tiny fixes * more IRC fixes * law manager fixes * Fixed initialize not working for computer hardware * adds an LED light to PDAs * fixed battery power and rebalanced power costs * rebased to master * scanner and light power balancing * Set AI stats. Because some programs have stat requirements * Remove duplicated file (#2275) * Manifest Fixes * Fixed omni filter * fixed a runtime with ambient occlusion preferences * sets ie 8 mode, fixes a ton of things * A barely functional rework of the occupation menu, Captcha said he'll polish it
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* port of modular computers from baystation12 * add 1 * add 2 * tadd 3 * add 4 * add 5 * add 6 * add 7 * add 8 * add 9 * merge * add 10 * add 11 * PDA cleanup * last fixes * CleanUp * Review fix #1 * Review fix 2 * Review fix 3 * Review fix 4 * Review fix 5 * Review fix 6 * Review fix 7 * Review fix 8 * Review fix 9 * Review fix 10 * Review fix 11 * Review fix 12 * initial * porting process * porting process 2 * Fixes 01 * Fixes 02 * Fixes 03 * Fixes 04 (equip fix) * Fixes 05 * Fixes 06 (spawn fixes and loadout fix) * Fixes 07 (ui tweaks) * Fixes 08 (records fixes) * Fixes 09 * Review fixes 01 * Review fixes 02 * Review fixes 03 * Review fixes 04 * Review fixes 05 * Review fixes 06 * Runtime fix * Fixed doll occupation bug resized and rearranged some things * Should fix storyteller antag spawn * secdoc hunters fix * another fix * Excelsior and loadout replace fix * Now should fix antag spawn for sure * admin staff related pref fix * Review fixes 07 * Review fixes 08 * Review fixes 09 * Review fixes 10 * Made satchel default backpack * species and loadout changes
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* Rods now open craft menu on attack_self() Constructing "grille" is now happens with craft_menu, self_attack no more make lattice under your legs. Resolves #2376 . * Empty hull's flooring fix (#2389) Added few missed tiles. * Code cleanup Code cleanup in one place which was mmentioned in issues. * fixed holster (#2397) * fixed missing bottle icon (#2396) * Capitalize hardware module name in computer configurator (#2395) * Craft menu now opens predefined tab. (#2391) Now you can choose which tab you want to open on calling `/mob/living`'s craft_menu() Just see item's categories in /datums/craft/recipes.dm files in `craft_recipe.category` (or see SScraft) and give it as argument to `craft_manu()`. Opens NanoUi interface with predefined tab, after closing last selected tab remains. * Material Sharding and Precision (#2377) Result of the discussion from two days ago, this PR does several things: Autolathes now properly track materials down to 2 decimal places. Amounts smaller than 0.01 sheets are still chopped off, but this is 100x the precision we had before. Recipe costs are likewise properly represented. Autolathes can now eject any amount of a material smaller than 1 unit, in the form of a material shard. Material shards now rotate randomly and scale visually based on the amount of material they have. It makes broken windows look far more interesting In addition, bonus feature: Adds a Stack Split verb for stacks, allowing you to take any number from a stack and place it in your hands as a new stack. Technomancers can finally share and not just hog whole stacks each! * Moved folder when its belong * Terahertz Scanners v2.0 (#2401) This PR completely rewrites the T-Ray scanner basically from scratch. Developed in response to player complaints about how useless this scanner was, and in preparation for its upcoming new functionality as the Exterminator's Best Friend for locating roach burrows. (They're not in this PR, coming soon) * Adds new RCD Sprites and update RCS icon hadling code (#2409) * Jetpacks and Z Travel (#2387) * Mostly done, may still have debug messages * tweaks * working commit * trange and spacemove procs reorganised, jetpacks fixed Many more things to do yet. Task list: Climbing onto tables is borked "The open space is in the way" Ladders missing climbing sound Signs draw infront of ladders look up doesnt work in space catwalks don't prevent inertia movement inertia doesn't cancel once it starts moving up and down in space shouldn't be instant "You move up/down" without any explanation as to how? Every Z transition done with the verb should explain exactly how you moved * Working commit * working commit * Working Commit * Added dirmult to directions Needs repeating sounds to continue * animations * committing before a rebase * neet jetpack sounds and fx * working commit * Jetpack trails work need to refactor the ztransitions * Started on refactoring work * switching branches * working commit * Finally complete and perfect, probably * tweaks * Merge branch 'master' into ZMovement # Conflicts: # code/_helpers/turfs.dm # code/modules/admin/bluespacetech.dm * Semantic reform of Neotheology (#2282) * Bullet hole effect (#2394) * adds bullethole effect * Bullet holes now clear when you repair walls. * Removes the decal var, it's not needed. * Refactors it into atoms. * Uses the define Nanako told me to use. * Adds the RXD, a ghetto crossbow made from RCDs (#2411) The RXD is a RCD with crossbow parts welded onto it. It flashforges bolts using matter units when its string is drawn back. Each bolt costs 10 matter units to forge, and flashforged bolts can be reclaimed for 5 matter units each. It cannot be manually loaded with bolts, nor can its bolts be removed except when firing. * Burrows (#2408) * Working commit before rebase * working commit, switching branches * switching to TG to checkout T-ray scanners * working commit * working commit * Added audio, fixed blattedin and tons of other bugs * tiny fixes * plant tweaks * flooring flag * mushroom tweak * fix duplicate proc * Done vines thing * Beartraps v2.0 (#2416) * Working commit before rebase * working commit, switching branches * switching to TG to checkout T-ray scanners * plant tweaks * mushroom tweak * Reworked Beartraps, added some to autolathe disks and makeshift recipe awaiting sprite for makeshift trap * closet thing * mostly done * wire splice fixes * Fungo D'Artigliera v1.1 (#2413) * Working commit before rebase * working commit, switching branches * switching to TG to checkout T-ray scanners * working commit * plant tweaks * mushroom tweak * working commit, cutoff code broked * finished * Preference port from Bay12 (#2388) * port of modular computers from baystation12 * add 1 * add 2 * tadd 3 * add 4 * add 5 * add 6 * add 7 * add 8 * add 9 * merge * add 10 * add 11 * PDA cleanup * last fixes * CleanUp * Review fix #1 * Review fix 2 * Review fix 3 * Review fix 4 * Review fix 5 * Review fix 6 * Review fix 7 * Review fix 8 * Review fix 9 * Review fix 10 * Review fix 11 * Review fix 12 * initial * porting process * porting process 2 * Fixes 01 * Fixes 02 * Fixes 03 * Fixes 04 (equip fix) * Fixes 05 * Fixes 06 (spawn fixes and loadout fix) * Fixes 07 (ui tweaks) * Fixes 08 (records fixes) * Fixes 09 * Review fixes 01 * Review fixes 02 * Review fixes 03 * Review fixes 04 * Review fixes 05 * Review fixes 06 * Runtime fix * Fixed doll occupation bug resized and rearranged some things * Should fix storyteller antag spawn * secdoc hunters fix * another fix * Excelsior and loadout replace fix * Now should fix antag spawn for sure * admin staff related pref fix * Review fixes 07 * Review fixes 08 * Review fixes 09 * Review fixes 10 * Made satchel default backpack * species and loadout changes * Cruciform fix (#2421) * preference name hotfix (#2417) * Jetpack Spam Fix (#2418) Fixes constant spam of found rig jetpack * Removed account security (#2424) fixed account bug removed wire splice debug message * Secdoc Hunter Runtime (#2423) fixes #2414 * Auxiliary Fueltank Fix (#2420) Fixes the expanded fuel tank toolmod not being able to be filled * Role Descriptions (#2427) * working committ= * descriptions pasted, rebasing to new code * commit before attempting formatting * Almost done, still to do: Science, robots * Finished * T-Ray scanners and Robot Tool Power * Pref religion save fix (#2436) * Acid Plants Fix (#2422) * Made acid plants unable to cause breaches * removed debug message * New "Gladstone" shotgun (#2435) * New Gladstone shotgun. * Fixing a typo. * Proper buckling (#2439) * bed\chair buckle fix * message range * Add printable card broadcasters (#2444) They exist, so let's give them a design. * Economy: Phase 1 (#2425) * Economy Commit * requested change * Inquisitor Rework and Uplink Fixes (#2434) * Finished aside from debug messages * small comment fix * chaplain description * Removed some debug messages * mechfab ui fix (#2445) * Makes maintshroom traits splicable (#2446) So Xenobotany can have a bit more fun with Eris' unique flora. * Folding sheets (#2440) * Folding sheets * More interactions * pre_pickup() added * src cleanup * Fire alarm UI converted to NanoUI and more AI interactions (#2438) * Fire alarm UI converted to NanoUI and more AI interactions * Borg and tweaks
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Медицинский сканер, который показывает всяческие повреждения органов и оверлеи. На Ребее использовался спрайт с полярки, который изменялся в зависимости от состояния пациента. Майншип начал работу над этим в этом коммите, и возможно продолжил где-то рядом.
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