Commit Graph

18 Commits

Author SHA1 Message Date
skull132 da76d9b580 Space to \improper Space
Fixes blueprints, primarily. Also adjusts some other safety-nets and checks to actually work.
2015-10-22 16:36:15 +03:00
SoundScopes e3c5b58291 Stuff
All the updates
2015-05-15 20:24:50 +01:00
SoundScopes ff68c9e1f3 Scopes updates all merged and stuff
A lot of these will probably get edited again
2015-05-14 21:02:12 +01:00
skull132 f262888a57 Dorm Areas
For running a fix of #258
2015-02-18 17:09:26 +02:00
skull132 f11f25e8d7 Map Update, 22JAN2015
* New Z-level 2 (Courtesy of FFrances)
* Prison station present on Z-level 2, for events
* Dorms have proper area tags now
2015-01-23 00:46:48 +02:00
SoundScopes 3c8da91913 Fixes for the grav gen
No face planting at round start anymore
2014-11-24 16:49:28 +00:00
SoundScopes f25ee4ee9f Yay Updates
Needs fixing:
See how quickly the powernet drains at default load, I thought atmos
went to quickly so I upped the power cell by one level,
Shuttle Tags,
Graphical glitches involving some wires,
There is still some things missing with NanoUI but they are not game
breaking in any way I have seen so far.

Other than that we should be good to go.
2014-11-12 19:12:22 +00:00
SoundScopes 4090f46636 Merge branch 'master' into development
Conflicts:
	code/game/machinery/cryopod.dm
	code/game/objects/structures/stool_bed_chair_nest/bed.dm
	code/modules/supermatter/supermatter.dm
2014-11-06 01:25:13 +00:00
skull132 3c04d7199d Bay Merge 05NOV2014
Known errors:

* A set of errors tied to updating the fire overlays.
* A single error related to a dischephency between new and old slime
code
* A set of errors related to the recharging of stun batons
* A single error due to old machinery code coming from your grav
generator file
* A single error error from your space cooler code, due to old
atmopsherics code
* A playerpanel warning
* An error tied to extinguishing and old atmos code.
2014-11-05 23:58:05 +02:00
SoundScopes d5568cd9fb Redundant code
from floating animations
2014-10-29 11:48:50 +00:00
SoundScopes 906f9e20bc Gravity Generator
- Addition of Gravity Field Generators
- Added animation for when floating
- Toggle Gravity in Secrets menu only works when a Grav Gen is on the
station
- New debug verb to reset the gravity on the whole server

Because of the way this has been implemented, any Grav Gen on any zLevel
will affect the station level only. I would need to rewrite the whole
movement/gravity system as well.
Something I think can be saved for when we switch from station to
outpost.

Mapping info:
At the start of round there doesn't need to be one on the station as the
original gravity system will be running when the round starts.  As soon
as a Grav Gen has been spawned and it has started up (Done automatically
if already on map or spawned using the /station/admin version) It will
take over all gravity simulation.

The main object:
/obj/machinery/gravity_field_generator/main

The one to be place on a map at round start:
/obj/machinery/gravity_field_generator/main/station

The one admins should spawn if they need/want to spawn one:
/obj/machinery/gravity_field_generator/main/station/admin
2014-07-24 00:41:02 +01:00
barryuhm cd07754b70 Merge pull request #175 from barryuhm/master
Update my workfolder on the master drive
2014-07-14 04:22:04 -04:00
Moch 5acfd06c68 Trying to fix discrepancies between PCs
git sux
2014-07-13 23:54:56 -04:00
skull132 04c5d37470 Update
Merged Bay code, a lot of things fixed.
2014-06-12 15:00:19 +03:00
skull132 f95ab265c1 Bay Update 02 2014-06-04 18:20:49 +03:00
skull132 46d0639581 Map Update
Mahoosive update, courtesy of Sam and Chris.
2014-04-22 21:21:42 +03:00
skull132 6d192181ea Baystation Update Merge 01
Mahoosive update. A lot of things.
2014-04-16 23:54:43 +03:00
skull132 a8d9450c7e Initial Commit 2014-03-11 09:03:52 +02:00