8998842f7a
Large Variety Of Hard Dels ( #21834 )
...
I spent the entirety of today's event looking at hard dels with my new
digital minions. This was *nearly* every Hard Del that came up during
2/7/2026's event. It turns out that AI is extremely well suited to
hunting down circular references like this across an entire repo. This
PR was made with Antigravity-Gemini3Pro.
I have not yet tested this PR.
---------
Signed-off-by: VMSolidus <evilexecutive@gmail.com >
Co-authored-by: Wildkins <john.wildkins@gmail.com >
2026-02-17 15:57:11 +00:00
Casper3667 and GitHub
f555d6b281
Fixes several in-hand lights ( #21811 )
...
The in-hand sprites of a lot of handheld lights now exist again.
Torches, flares and marshal wands also now correctly give a light all
around, instead of directional.
2026-02-06 20:41:57 +00:00
Batrachophreno and GitHub
5277251959
Tool behaviors port ( #21663 )
...
For a robust crafting system, I need a new materials framework.
For a new materials framework, I need to clean up reagents.
To clean up reagents, I need to pare down foods from reagent holders.
To pare down foods from reagent holders, I need to port edibility
components.
To port edibility components, I need to port processing components.
To port processing components, I need to port tool behaviors.
This is all back-end code, no new features or functionality from this.
2026-01-27 08:44:49 +00:00
94d92803b4
Replaces our lighting system with CM's. ( #21465 )
...
Depends on #21458 .
Ports https://github.com/cmss13-devs/cmss13/pull/4229 , with the original
authors as:
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)
The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2 "
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677 "
/>
- [x] Resolve todos
- [x] Look into open space fuckery (border objects)
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com >
Co-authored-by: JohnWildkins <john.wildkins@gmail.com >
2025-11-04 21:27:42 +00:00
Batrachophreno and GitHub
387cee9243
Object Examine Text Overhaul ( #20923 )
...
Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com >
2025-07-21 15:35:14 +00:00
9983fca311
Update SSOverlays (ported from Baystation) ( #19051 )
...
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895 . It has also been linked to a massive server
performance decrease.
This brings an updated system from Baystation, hopefully with speed
increases.
Should be testmerged, ideally with #18895 .
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com >
2024-05-01 07:46:27 +00:00
Fluffy and GitHub
9afe761db3
Some refactors, DMDoc and UT ( #18365 )
...
* dsfa
* accessories fix
* fixed "has been hit by" message with intent check
* sdfa
2024-02-12 15:32:23 +00:00
4423d03f2f
Adds examine boxes. ( #18370 )
...
* Adds examine boxes.
* lint
* what kind of dreams did you dream?
* unlimited
* midgardsormr
* sdsd
* fixes
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com >
2024-02-11 21:58:20 +00:00
dde3e66019
Flashlight changes and fixes ( #16437 )
...
* Flashlight Fixes
* lantern small + grammar fix
also did other cases of missing \the or whatever whilst at it
* numbers
* cl
this sucked to write
* cl but better
* use SPAN_WHATEVER whilst we're here
* if i didnt link my github to employers i would write a bad word here
i missed a bracket
---------
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com >
2023-06-06 21:49:01 +00:00
dd482c63af
Update the codebase to 515. ( #15553 )
...
* Update the codebase to 515.
* edit that
* WHOOPS
* maor
* maybe works
* libcall and shit
* do that too
* remove that
* auxtools isnt updated so get rid of it
* actually remove auxtools lol
Co-authored-by: Matt Atlas <liermattia@gmail.com >
2023-01-23 21:21:37 +01:00
Wowzewow (Wezzy) and GitHub
e7aabb7e14
Standardised Contained Sprites : Now Atomic ( #15142 )
2022-12-17 12:28:27 +01:00
DreamySkrell and GitHub
70f77b3ff9
Crashed elyran tanker ( #14812 )
2022-11-01 13:19:32 +01:00
Wildkins and GitHub
a4461a17af
Implement Bay's SSmachinery and power usage updates, further unclogging the toilet ( #13910 )
2022-05-16 18:50:16 +02:00
mikomyazaki and GitHub
e59589ec8a
Gripper attackby fixes ( #13571 )
...
This cannot go wrong, can it?
2022-04-20 22:15:15 +02:00
Geeves and GitHub
89d5f94593
Floodlight Stuff ( #11127 )
2021-02-15 12:12:44 +01:00
Geeves and GitHub
70602ef986
Floodlight Fix ( #10355 )
2020-10-26 08:42:52 +01:00
fernerr and Werner
aa2e02c1a6
Shuttle update: Part Two: The Legion Protects ( #7457 )
2019-11-23 18:50:19 +01:00
Werner and GitHub
af16a489a6
Removes Weapons ( #7415 )
...
* Adds icon and hitsound where needed.
* Moves alt_attack to /obj/item and deletes weapons.dm
* Replaced /obj/item/weapon with /obj/item
* Fixes merge issues.
* Fix merge issues.
2019-11-16 18:36:13 +01:00
LordFowl and Erki
8d436c4a03
Converts all necessary << outputs into the to_chat() macro. ( #6076 )
...
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
2019-03-10 23:39:03 +02:00
Alberyk and Werner
76b743a986
Adds the Aut'akh unathi ( #5919 )
...
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.
2019-01-23 19:27:44 +01:00
BurgerLUA and Erki
8519dcc393
.loc = to forceMove() ( #4937 )
...
As requested, this PR is changed to only include all .loc = to forceMove() changes.
2018-08-04 01:48:58 +03:00
Lohikar and Erki
6f85f08718
Convert a bunch of legacy overlay calls to SSoverlays ( #4015 )
...
Bunch of overlay conversions I found in an old stash I had forgotten about.
2018-01-07 00:34:47 +02:00
Ron and Erki
cb5e227320
Converts some istype's to use helpers ( #3224 )
...
Converts various istype's to use helpers. Mainly:
Cable
Wrench
Screwdriver
Multitool
Crowbar
Wirecutter
And makes the helpers defines.
2017-08-06 22:08:42 +03:00
Lohikar and skull132
b5472e50f4
Convert a fuck ton of machines to Initialize() ( #2985 )
...
Needs testing, but shouldn't break anything. Also adds Destroy() to the SMES base class.
2017-07-14 20:08:59 +03:00
Lohikar and skull132
0db557ac29
machinery_process() & auto_use_power efficiency tweaks ( #2657 )
...
changes:
Machinery now uses machinery_process() instead of process(), allowing machines to be put into SSprocessing-style lists in addition to the machinery list.
Automatic power calculations now involve less proc-calls.
2017-06-12 19:09:36 +03:00
Lohikar
dcf1b7d3ea
Fix merge conflicts with mining changes
2017-03-22 17:54:52 -05:00
LordFowl and GitHub
3c64b62c27
New Map Mining ( #1935 )
...
* Alpha Commit
* Alpha Commit
* Seconds
* Some Commit
* Final Commit
* Fixing minedrone synth ID
* Dance Fever
* Fixing Travis part 1
* Satisfying the demands
* Stuff
* Sub-final commit
* Sculpting update
* more sculpting. pr is 99% sculpting, in fact
* kkk
* brightness_off
* swjaugyuwvhuw
2017-03-22 18:14:37 -04:00
Lohikar and skull132
cd52c36313
Lighting fixes part 307 ( #1896 )
...
changes:
Fixes missing icon for powered off night-mode tubes.
Nerfs borg floodlight back to sanity.
Reduces the light power on red-alert level fire alarms a bit.
2017-03-12 11:51:07 +02:00
Lohikar and skull132
dceacd805b
Directional lighting tweaks ( #1833 )
...
changes:
Flashlights now default to LIGHT_WIDE directional lighting.
Glowsticks, Lamps, Flares, and Slime Cores use LIGHT_OMNI.
Maglights use LIGHT_NARROW.
Heavy-duty flashlights use LIGHT_SEMI.
EVA suits default to LIGHT_WIDE.
Lanterns use LIGHT_OMNI, as well as now having a more appropriate light color.
Floodlights use LIGHT_WIDE, as well as having a more appropriate light color.
Synthetics default to LIGHT_WIDE. (including drones)
Added some predefined light_wedge values to the lighting defines file.
Fixed some bad angles that screwed up north/south lights in some cases.
2017-02-25 22:12:13 +02:00
PsiOmega
d0232732d4
Merge remote-tracking branch 'upstream/dev-freeze' into dev
...
Conflicts:
code/game/machinery/floodlight.dm
code/game/objects/items/devices/suit_cooling.dm
code/modules/organs/subtypes/diona.dm
code/modules/paperwork/pen.dm
code/modules/reagents/reagent_containers/hypospray.dm
html/changelogs/.all_changelog.yml
2015-05-30 16:11:57 +02:00
Atlantis
919c23d146
Adjustments
...
- Implements AI Control for floodlights
- Adds \the suggestion from github
2015-05-29 11:42:46 +02:00
Atlantis
30e4550e2e
Refactor floodlights
...
- Fixes #9543
- Removes ugly floodlight/proc/updateicon() and replaces it with proper floodlight/update_icon() which is standard on all objects/items. Does the same refactor for power cells and adjusts the proc call in relevant files (hence the amount of 1-line changes in various files)
- Makes floodlights properly use CELLRATE. Their load is 200 watts. Cell adjusted accordingly, it starts with 1k cell, which is enough for ~40 minutes (roughly)
- Floodlights with almost discharged cell (less than 10%) ocassionally "flicker", dimming for few seconds. This serves as indicator that the power cell is running low.
- Floodlight luminosity adjusted. They now shine slightly more, espicially closer to the floodlight.
2015-05-28 21:45:54 +02:00
Dennok
7edbd83ba6
Fix Emergency Floodlight
...
up
2015-05-26 14:31:44 +03:00
Mloc
16d50c645d
new object-based lighting system
...
Signed-off-by: Mloc <colmohici@gmail.com >
2015-05-10 20:54:25 +01:00
Chinsky
ac14ffb455
Fixes #6321
2014-10-14 01:59:48 +04:00
Erthilo
3b61ba850f
Merge branch 'master' of git://github.com/Baystation12/Baystation12 into dev
...
Conflicts:
baystation12.dme
code/modules/projectiles/ammunition/bullets.dm
2013-09-02 23:32:33 +01:00
Mloc-Argent
a084f74c7d
Expansion of every "icon = ''" path.
...
Supposed to help compilation times. Who knows.
Signed-off-by: Mloc-Argent <colmohici@gmail.com >
2013-09-01 21:53:36 +01:00
Erthilo
5d1c4548fa
Cell.use checks instead of just minuses. Yay for code!
2013-09-01 00:16:11 +01:00
Cael_Aislinn
09a340235c
fixed processing + tweaked heat generation and function of analysis machinery, fixed up floodlight, added suspension (stasis) field generator
...
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2013-02-08 23:50:46 +10:00
Cael_Aislinn
d02a411e2f
various compile fixes, added bs12 moderator rank
...
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-09-06 15:09:36 +10:00
Cael_Aislinn
c314b5f42b
Initial merge http://code.google.com/p/tgstation13/source/browse/trunk/ rev 4489 (I think) with BS12
...
Conflicts:
README.txt
SQL/tgstation_schema.sql
baystation12.dme
code/ATMOSPHERICS/components/unary/vent_pump.dm
code/ATMOSPHERICS/pipes.dm
code/FEA/FEA_airgroup.dm
code/FEA/FEA_fire.dm
code/FEA/FEA_gas_mixture.dm
code/FEA/FEA_turf_tile.dm
code/TriDimension/Pipes.dm
code/WorkInProgress/buildmode.dm
code/WorkInProgress/organs/organs.dm
code/WorkInProgress/virus2/Disease2/analyser.dm
code/WorkInProgress/virus2/Disease2/biohazard destroyer.dm
code/WorkInProgress/virus2/Disease2/cureimplanter.dm
code/WorkInProgress/virus2/Disease2/diseasesplicer.dm
code/WorkInProgress/virus2/Disease2/dishincubator.dm
code/WorkInProgress/virus2/Disease2/isolator.dm
code/WorkInProgress/virus2/Disease2/monkeydispensor.dm
code/WorkInProgress/virus2/analyser.dm
code/WorkInProgress/virus2/antibodies.dm
code/WorkInProgress/virus2/base.dm
code/WorkInProgress/virus2/biohazard destroyer.dm
code/WorkInProgress/virus2/cureimplanter.dm
code/WorkInProgress/virus2/curer.dm
code/WorkInProgress/virus2/diseasesplicer.dm
code/WorkInProgress/virus2/dishincubator.dm
code/WorkInProgress/virus2/isolator.dm
code/WorkInProgress/virus2/monkeydispensor.dm
code/datums/ai_laws.dm
code/datums/configuration.dm
code/datums/datumvars.dm
code/datums/diseases/alien_embryo.dm
code/datums/diseases/appendicitis.dm
code/datums/diseases/robotic_transformation.dm
code/datums/diseases/xeno_transformation.dm
code/datums/helper_datums/getrev.dm
code/datums/helper_datums/teleport.dm
code/datums/helper_datums/tension.dm
code/datums/mind.dm
code/datums/mixed.dm
code/datums/shuttle_controller.dm
code/datums/spell.dm
code/datums/spells/ethereal_jaunt.dm
code/datums/spells/genetic.dm
code/datums/spells/wizard.dm
code/defines/area/Space Station 13 areas.dm
code/defines/atom.dm
code/defines/global.dm
code/defines/mob/dead/observer.dm
code/defines/mob/living/carbon/alien.dm
code/defines/mob/living/carbon/alien_humanoid.dm
code/defines/mob/living/carbon/carbon.dm
code/defines/mob/living/carbon/metroid.dm
code/defines/mob/living/carbon/monkey.dm
code/defines/mob/living/living.dm
code/defines/mob/living/silicon/ai.dm
code/defines/mob/living/silicon/robot.dm
code/defines/obj.dm
code/defines/obj/closet.dm
code/defines/obj/clothing.dm
code/defines/obj/clothing/costume.dm
code/defines/obj/computer.dm
code/defines/obj/costume.dm
code/defines/obj/decal.dm
code/defines/obj/door.dm
code/defines/obj/hydro.dm
code/defines/obj/machinery.dm
code/defines/obj/storage.dm
code/defines/obj/supplypacks.dm
code/defines/obj/toy.dm
code/defines/obj/vending.dm
code/defines/obj/weapon.dm
code/defines/procs/AStar.dm
code/defines/procs/command_name.dm
code/defines/procs/dbcore.dm
code/defines/procs/forum_activation.dm
code/defines/procs/gamehelpers.dm
code/defines/procs/helpers.dm
code/defines/procs/icon_procs.dm
code/defines/procs/station_name.dm
code/defines/procs/statistics.dm
code/defines/turf.dm
code/game/algorithm.dm
code/game/area/areas.dm
code/game/asteroid/artifacts.dm
code/game/atom_procs.dm
code/game/cellautomata.dm
code/game/dna.dm
code/game/events/EventProcs/clang.dm
code/game/events/EventProcs/dust.dm
code/game/events/EventProcs/ninja_abilities.dm
code/game/events/EventProcs/ninja_equipment.dm
code/game/events/EventProcs/space_ninja.dm
code/game/events/EventProcs/spacevines.dm
code/game/gamemodes/blob/blob.dm
code/game/gamemodes/blob/blob_finish.dm
code/game/gamemodes/blob/blob_report.dm
code/game/gamemodes/blob/theblob.dm
code/game/gamemodes/changeling/changeling.dm
code/game/gamemodes/changeling/changeling_powers.dm
code/game/gamemodes/changeling/modularchangling.dm
code/game/gamemodes/changeling/traitor_chan.dm
code/game/gamemodes/cult/cult.dm
code/game/gamemodes/cult/cult_items.dm
code/game/gamemodes/cult/cult_structures.dm
code/game/gamemodes/events.dm
code/game/gamemodes/events/black_hole.dm
code/game/gamemodes/events/miniblob.dm
code/game/gamemodes/factions.dm
code/game/gamemodes/game_mode.dm
code/game/gamemodes/gameticker.dm
code/game/gamemodes/malfunction/malfunction.dm
code/game/gamemodes/meteor/meteor.dm
code/game/gamemodes/meteor/meteors.dm
code/game/gamemodes/nuclear/nuclear.dm
code/game/gamemodes/nuclear/nuclearbomb.dm
code/game/gamemodes/nuclear/pinpointer.dm
code/game/gamemodes/objective.dm
code/game/gamemodes/revolution/revolution.dm
code/game/gamemodes/sandbox/h_sandbox.dm
code/game/gamemodes/sandbox/sandbox.dm
code/game/gamemodes/setupgame.dm
code/game/gamemodes/traitor/traitor.dm
code/game/gamemodes/wizard/rightandwrong.dm
code/game/gamemodes/wizard/soulstone.dm
code/game/gamemodes/wizard/spellbook.dm
code/game/gamemodes/wizard/spells.dm
code/game/gamemodes/wizard/veilrender.dm
code/game/gamemodes/wizard/wizard.dm
code/game/hud.dm
code/game/jobs/access.dm
code/game/jobs/job/captain.dm
code/game/jobs/job/civilian.dm
code/game/jobs/job/civilian_chaplain.dm
code/game/jobs/job/engineering.dm
code/game/jobs/job/job.dm
code/game/jobs/job/medical.dm
code/game/jobs/job/science.dm
code/game/jobs/job/security.dm
code/game/jobs/job/silicon.dm
code/game/jobs/job_controller.dm
code/game/jobs/jobs.dm
code/game/machinery/Beacon.dm
code/game/machinery/OpTable.dm
code/game/machinery/Sleeper.dm
code/game/machinery/alarm.dm
code/game/machinery/atmo_control.dm
code/game/machinery/atmoalter/area_atmos_computer.dm
code/game/machinery/autolathe.dm
code/game/machinery/biogenerator.dm
code/game/machinery/bots/bots.dm
code/game/machinery/bots/cleanbot.dm
code/game/machinery/bots/ed209bot.dm
code/game/machinery/bots/floorbot.dm
code/game/machinery/bots/medbot.dm
code/game/machinery/bots/mulebot.dm
code/game/machinery/camera.dm
code/game/machinery/cell_charger.dm
code/game/machinery/cloning.dm
code/game/machinery/computer/HolodeckControl.dm
code/game/machinery/computer/Operating.dm
code/game/machinery/computer/ai_core.dm
code/game/machinery/computer/arcade.dm
code/game/machinery/computer/atmos_alert.dm
code/game/machinery/computer/buildandrepair.dm
code/game/machinery/computer/card.dm
code/game/machinery/computer/cloning.dm
code/game/machinery/computer/communications.dm
code/game/machinery/computer/computer.dm
code/game/machinery/computer/crew.dm
code/game/machinery/computer/hologram.dm
code/game/machinery/computer/law.dm
code/game/machinery/computer/medical.dm
code/game/machinery/computer/message.dm
code/game/machinery/computer/pod.dm
code/game/machinery/computer/power.dm
code/game/machinery/computer/prisoner.dm
code/game/machinery/computer/robot.dm
code/game/machinery/computer/security.dm
code/game/machinery/computer/shuttle.dm
code/game/machinery/constructable_frame.dm
code/game/machinery/deployable.dm
code/game/machinery/door_control.dm
code/game/machinery/doors/airlock.dm
code/game/machinery/doors/airlock_electronics.dm
code/game/machinery/doors/brigdoors.dm
code/game/machinery/doors/door.dm
code/game/machinery/doors/firedoor.dm
code/game/machinery/doors/poddoor.dm
code/game/machinery/doors/unpowered.dm
code/game/machinery/doors/windowdoor.dm
code/game/machinery/flasher.dm
code/game/machinery/gateway.dm
code/game/machinery/hologram.dm
code/game/machinery/hydroponics.dm
code/game/machinery/kitchen/gibber.dm
code/game/machinery/morgue.dm
code/game/machinery/newscaster.dm
code/game/machinery/pipe/construction.dm
code/game/machinery/pipe/pipe_dispenser.dm
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icons/obj/machines/gateway.dmi
icons/obj/machines/mining_machines.dmi
icons/obj/machines/particle_accelerator.dmi
icons/obj/meter.dmi
icons/obj/mining.dmi
icons/obj/objects.dmi
icons/obj/paper.dmi
icons/obj/pda.dmi
icons/obj/pipes/disposal.dmi
icons/obj/plants.dmi
icons/obj/power.dmi
icons/obj/projectiles.dmi
icons/obj/robotics.dmi
icons/obj/seeds.dmi
icons/obj/singularity.dmi
icons/obj/stationobjs.dmi
icons/obj/stock_parts.dmi
icons/obj/storage.dmi
icons/obj/structures.dmi
icons/obj/surgery.dmi
icons/obj/syringe.dmi
icons/obj/tank.dmi
icons/obj/terminals.dmi
icons/obj/toy.dmi
icons/obj/vending.dmi
icons/obj/watercloset.dmi
icons/obj/weapons.dmi
icons/obj/wizard.dmi
icons/turf/areas.dmi
icons/turf/floors.dmi
icons/turf/walls.dmi
interface/interface.dm
interface/skin.dmf
maps/Antiqua.dmm
maps/RandomZLevels/assistantChamber.dmm
maps/RandomZLevels/fileList.txt
maps/tgstation.2.0.9.dmm
sound/AI/animes.ogg
sound/AI/newroundsexy.ogg
sound/AI/newroundsexy2.ogg
sound/effects/adminhelp.ogg
tools/UnstandardnessTestForDM/UnstandardnessTestForDM.sln
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.Designer.cs
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.cs
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.resx
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Program.cs
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/AssemblyInfo.cs
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.Designer.cs
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.resx
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.Designer.cs
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.settings
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/UnstandardnessTestForDM.csproj
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug/UnstandardnessTestForDM.vshost.exe.manifest
tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug/UnstandardnessTestForDM.csproj.FileListAbsolute.txt
tools/expand_filedir_paths.py
tools/readme.txt
Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au >
2012-08-22 04:00:11 +10:00
SkyMarshal
aeb850fef0
Working UL
2012-06-18 15:02:34 -07:00
Ren Erthilo
01a93f37a0
Increases time between random events happening in low population rounds to a maximum of double. Random events are more likely to happen up to a limit of around 30 active players. Events now fire at the same rate as previously with around 20~ active players.
...
Also adds floodlights, cause floodlights are cool.
2012-05-02 16:55:47 +01:00