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65 Commits
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4ecb0bc21c |
Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for reviewers:** the only meaningful changed code exists within **code/game/objects/structures.dm** and **code/game/objects/structures/_machinery.dm**, largely concerning damage procs. With the exception of moving airlock defines to their own file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES. Objects, _categorically_, are largely divided between those you can hold in your hand/inventory and those you can't. Machinery objects are already subtypes of Structures behaviorally, this PR just makes their pathing reflect that, and allows for future work (tool actions, more health/destruction functionality) to be developed without unnecessary code duplication. I have tested this PR by loading up the Horizon and dismantling various machines and structures with tools, shooting guns of various types throughout the ship, and detonating a bunch of explosions throughout the ship. |
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14b6339d5c |
TGUI Migration (for everything remaining except the hardsuit) (#22404)
``` - refactor: "Updates the Computer Fabricator to TGUI" - refactor: "Updates the Instruments to TGUI" - refactor: "Updates the Geo Scanner to TGUI" - refactor: "Updates the Stacking Machine to TGUI" - refactor: "Updates the Robotics Console to TGUI" - refactor: "Updates the Requests Console to TGUI" - refactor: "Updates the Synthesizer/Instrument main panel to TGUI" - refactor: "Updates the Nuclear Bomb control panel to TGUI" - rscadd: "Requests Console messages are now typed (Assistance Request, Supply Request, Information, Reply); the type is shown in the recipient's log, audible alert, and PDA notification." - rscadd: "Reconstructs the Synthesizer's Virtual Environment Editor (was broken since added — its NanoUI template never existed). The Custom environment preset that depends on it is gated behind a new musical_config.can_use_custom flag (default off, matching prior behavior)." - bugfix: "Fixes the Autolathe UI re-opening after every print job." - bugfix: "Fixes the Song Editor's currently-playing line indicator not advancing during playback." - bugfix: "Fixes a class of bugs where TGUI windows for the Air Alarm, Portable Turret, Mining Vendor, Mineral Processor, Tank Dispenser, Helm Console, all Chemistry machines, and Suit Cycler would force themselves back open after every action, even when the player had closed them." - bugfix: "Fixes the spatial sound system silently dropping every sound that used the 'None' (-1) environment id or a 23-element custom environment list. The validator was rejecting both as invalid, so synthesizer notes played with Custom or None mode produced no audible output at all." - admin: "Adds two requests consoles and two fax machines to the bridge on the runtime test map." ``` Claude Opus 4.7 has been used during the creation of this PR --------- Signed-off-by: Arrow768 <1331699+Arrow768@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Claude Opus 4.7 <noreply@anthropic.com> Co-authored-by: Batrachophreno <Batrochophreno@gmail.com> |
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8888834897 |
The Orion Miner + Shuttle Standards Expansion (#21491)
Adds the **Orion Miner** (officially the **Orion Mining Skiff**), an all-in-one mining mega-shuttle with landing capability. Yes, the entire ship can land. There is no secondary shuttle to get into. <img width="704" height="1408" alt="image" src="https://github.com/user-attachments/assets/b58d1305-2dbd-4c20-9305-f88535522af2" /> The Orion Miner is intended to be a lowpop (or solo, if necessary) mining experience for people to try their hand at mining and exploration without being critically dependent on other departments for functionality. If you like mining, often go on low-pop and/or dislike having to rely on other staff (medical/engineering/etc) for basic necessities, this ship is for you! Miners have their own supplies, access to thrust, navigation, and equipment slightly better than that of the Horizon to compensate for lack of support. This includes medical equipment and lifesaving medication, in theory making solo miners on this shuttle statistically less likely to die of preventable causes like blood loss or lung ruptures. While this ship can be crewed by a single person if necessary, it has space for 4 crew total: 3 fully-equipped miners, plus 1 crewmember or technician. (They are also provided an EVA suit and can use extra equipment as necessary). This ship does not come with an explicit captain. Ore redemption consoles and mining equipment vendors are also present to give crew the full mining gameplay loop. Minus the sales, at least - though you could absolutely sell off or give away your spoils to the Horizon or other offships if you so desired. ## Ship Features - Full docking and landing capability. The ship _is_ the shuttle. - An ore smelting plant and cargo bay. - Ore redemption consoles and mining vendors, for the full miner's gameplay loop. - A Grauwolf for hazard clearing and (secondary) self-defense. - A canteen and kitchen with adequate supplies. - A hydroponics bay. - Three atmosphere-rated airlocks. The rear one (north of the shuttle) is a docking port. - Emergency treatment-capable medical bay with adequate medical supplies. It's no Horizon, but it is capable of saving people from otherwise ruinous injuries. - Technical storage and main engineering. - Full SCC corporate affiliation. As a ship of Orion Express, this ship can and should be able to interact (and possibly partner) with the Horizon without a hitch. ## Additionally... This PR also comes with a minor refactor to the way ore processing machinery works: code has been streamlined, redundancies have been eliminated, and machines should now work properly even when moved in space (for example if it is on a shuttle). <img width="991" height="351" alt="image" src="https://github.com/user-attachments/assets/8f99dc29-8927-40e0-9856-b8ad5b2d35cb" /> This PR also comes with a minor resprite to the `sleekstab` sleek stabilization kit. It is basically a recolor of the "small first aid kit" combined with the stabilization kit's rainbow pattern. See IconDiffBot for the raw sprite. And last but definitely not least, this PR expands Odyssey landing zones to accomodate larger shuttles and expands shuttle standards to be bigger (45 tiles long). ## Notes <img width="1292" height="936" alt="image" src="https://github.com/user-attachments/assets/dbcb0f3e-6509-4ff4-a53c-90f1255e6152" /> This is an **oversized** shuttle, about 30% larger than the Intrepid by size and 20% larger than the Lone Spacer. While tested with many, many different away sites, stations, and exoplanets, including the Horizon (which it _can_ dock with), it's not guaranteed to be able to land at _every_ site nor is it guaranteed to do so safely. _Do note that this size comparison picture uses an old version of the ship._ ## Pictures _Pictures may not be fully representative of the final design. See MapDiffBot or the attached map screenshot at the top of the PR for the final design._ <details> <summary>Details</summary> <img width="1316" height="1310" alt="image" src="https://github.com/user-attachments/assets/fc58c3a8-6c61-41d7-9e69-9852986c76ca" /> <img width="1172" height="1111" alt="image" src="https://github.com/user-attachments/assets/eb3d9d38-b7e5-42a4-88b1-310ff08a1c5d" /> <img width="1209" height="1151" alt="image" src="https://github.com/user-attachments/assets/d1b1842e-f2f7-4525-a5e5-8d6f8c26f9be" /> <img width="1251" height="1253" alt="image" src="https://github.com/user-attachments/assets/cd2b7a40-cb3f-4151-9057-7dc9dfe69ddd" /> <img width="1105" height="1198" alt="image" src="https://github.com/user-attachments/assets/1ae5a5e3-ba73-433f-8186-0c24a77dcade" /> </details> |
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cca0dfe7b6 |
Ports /tg/ and CM planemasters to replace our renderers. (#21458)
Part one of our nefarious plans to destroy lag forever, and also accomplish some cool shit. This replaces our renderer system with plane masters, this will also be used to turn skyboxes into backdrops and thus totally remove skybox updating lag. Additionally, this will let us manipulate entire planes very easily to do all sorts of zany shit. All credit goes to the original coders, this is some seriously cool stuff. Also fixes some bizarre smoothing behaviour, reduces updateoverlays calls since now not every single structure in the game tries smoothing with nothing. <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82" /> <img width="1349" height="1349" alt="image" src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd" /> --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> |
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b743c82739 |
Signals update to power_change() (#21421)
As title. Makes area/power_change() and area on_enter/on_exit procs both rely on signals for machinery handling where they draw power from. |
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d9c44532fc |
Refactored directionals (#20082)
Refactored directionals, ported lists of directions from TG, got rid of useless proc to get the reverse direction. |
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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> |
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c1d241594b |
Planes & Layers part 2: Plane Masters (#18749)
Part 2 of the PR series to bring /tg/'s and bay's plane masters to Aurora, the lack of which is blocking several features we want. This ports over the easier to understand Bay version of plane masters, which is detailed in the relevant readme file in the code. Example effect code for a warp effect is also in, which has been implemented for gravity catapults. Relies on #18741 --------- Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it> Co-authored-by: Cody Brittain <cbrittain10@live.com> Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it> |
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e063223199 |
Fixes the exosuit mounted autolathe. (#18440)
* autolathe1 * cl * Oops * pay the price --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> |
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9afe761db3 |
Some refactors, DMDoc and UT (#18365)
* dsfa * accessories fix * fixed "has been hit by" message with intent check * sdfa |
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cadd19beac |
Ports the TG globals controller and converts globals. (#18057)
* SDQL2 update * fix that verb * cl * fix that * toworld * this is pointless * update info * siiiiick.. * vv edit update * fix that * fix editing vars * fix VV * Port the /TG/ globals controller. * part 1 * part 2 * oops * part 3 * Hollow Purple * sadas * bsbsdb * muda na agaki ta * ids 1-15 * 16-31 * 41-75 * bring me back to how things used to be before i lost it all * the strength of mayhem * final touches * cl * protect some vars * update sdql2 to use glob * stuff? * forgot that is not defined there * whoops * observ * but it never gets better * a --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> |
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54dc8a0860 |
Adds TGUI say and TGUI input. (#17471)
* i alone am the honoured one * THROUGHOUT HEAVEN AND EARTH I ALONE AM THE HONOURED ONE * hollow point * nanana * ssss * tgsay final touches * stuff * tgui inputs * help * carpal tunnel syndrome * ffff * again and again and again and again * hehehehe * dsada * readd sanitize * whoops * dsad * nah fuck that * sd * fix * ow * remove prefs for testmerging * oops * oops 2 * fix that * f --------- Co-authored-by: Matt Atlas <liermattia@gmail.com> |
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99b4033ca5 |
Aurora 2: The 3/4thening (#17186)
* after dark * FIXES * breakin * butt * Update code/game/objects/items/devices/floor_painter.dm Co-authored-by: Cody Brittain <cbrittain10@yahoo.com> * Update code/game/objects/items/devices/floor_painter.dm Co-authored-by: Cody Brittain <cbrittain10@yahoo.com> * Update code/game/objects/structures/lattice.dm Co-authored-by: Cody Brittain <cbrittain10@yahoo.com> * testing 1 * a * FUCK THIS PRESET!!! * allah * OTEMACHI * tis' done * Project Exorcism : Sneed's Snairs (Formerly Chuck's) * Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm * Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm * Update stools.dm * Update code/game/objects/structures/stool_bed_chair_nest/stools.dm * Update code/game/objects/structures/stool_bed_chair_nest/stools.dm * Update stools.dm * Update chairs.dm * Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm * inhand fixes * airlocks (matt has cooked) fuck * my cody plays the mamba * fuck * fixes layering issue * airlocks and everything else Please fucking kill me * underlays * unfuck blending * finished replacing old ass shit * your ass is geass * conflicts die now * public fat'wa * progress on walls and windows * more mapping * baltimore accents be like * minor progress * monitors * fire alarms and apc adjustments * apcs pixel adjustments, final airlock look * also grilles * shuttle wall start plus shuttle windows * starting consoles * table outlines * I love broke ass sprites * fixing the stupid ass exterior walls * light fuckery * terminal directionals, external airlocks, table fixes, blahblahblah * fix 1 * fix 2 * some more fixes * fix chairs * basic untested railings and updating colors from atteria * bridge and some fixes * removing some artifacts on the new walls * breaking wood tables and adding 4 wall materials * fix * compile & wood fixes * make the horizon compile again * railings, firedoors, ATMs, intercomms and tables again * mapping begins also some tweaks to map view of icons * full tile steel walls * i sure hope nothing bad happens * airlock updates (untested) * reverts most wall machinery * skull * wall coloring * makes the tg wood chill out * work on airlocks * hull consistency * cause you live forever in the lights you make * whoops can't show that in a christian manga * terminals should be on walls and everything's hunky dory now also i changed the wood stuff as per atteria's suggestion * fixing airlocks * fixes * window resprite, coloring adjustments * scc hull resprite * new grilles, frame edits, and borosilicate * greyscale wood palette improvement * shuttle windows * window frame fix * apc update * refit and reshaded fire alarms * mapping icon fixes * table fixes * map fixes, platforms and stairs * updates cutter, new walls and terminals * mapping fixes * fix preview * preview fix stone * stairs * initial work for the map * railing and windowpane fuckery * new external airlocks * a * fix the maps in preparation * wall object pixel offsets * air alarms D1 * extinguisher cabinets * APC DESTROYED MISSION ACCOMPLISHED GOOD WORK * deck 3: floor decals, APCs, air alarms, fire extinguisher cabinets * deck 3: fireaxe cabinet * /shuttle_landmark/distress/blue, move base_turf from map to obj def * intercom presets * formatting * deck 1: floor decals * deck 2: named area fix (LMAO), signs to use single quotes * deck 2: floor decals, APCs, air alarms, fire extinguisher cabinets, fireaxe cabinets * Platforms and stairs! * grates and bugfixes * Angled ship walls + grate color fix * corrects apc anim overlay * deck 2 and away site fixes # Conflicts: # maps/sccv_horizon/sccv_horizon-2_deck_2.dmm * deck 2 missing grate * warning stripes * railings and ledges * windows and fixtures * windoorsagain * airlocks pt1 * windows de-seamed and transparent * airlocks and pixel offsets * fixes for airlocks * more airlock fixes * presets for ringer, request console and newscaster * 132 * asfsaf * kitchen tiling * thicker freezer tile bevels * More angled walls * New shutters and blast doors * directional corrections * ops railing fixes * updated window map things and shutters * value changes and blast door changes * Ledges and platforms galore (D2/D3) * all decks: fix door dirs * all decks: newscasters, intercoms, requests consoles, ringer consoles * helm light blue decals to dark blue * supermatter door dir fix * fix directional presets (dirs/offsets): newscaster, intercom, requests console, ringer console * firedoor changes * deck 3: overlapping wall mountables fixes * map changes * airlock changes * map tweaks * airlock & stair icons * various mapping modifications * Double airlocks + fixing denied states + fixing airlocks on all levels * Rebase * directional terminals buttons and lights again, platform tweaks terminal north facing sprites, atm/food terminal directionals proper door control and lightswitch directionals (presets still need to be set up, mapping) re-adds new light tube sprites, again new sprites for floor lights and the other stuff that got added adjusted platforms to be recolorable, added light and dark versions, fixed some shading * missing ERT outfit thingy fix * floor lights fixed * deck 3: various small fixes * deck 1: various small fixes * deck 2: various small fixes * fixes * d2 fixes & multitile door fix * d2 fixes, remove unused airlock files, button icon fixes, window icon fixes * make it actually compile, oops! * make it actually compile, pt2 * CE office camera * pew pew pew * pew pew pew 2 * fixes * deck 3: buttons fixes * deck 3: button and other fixes * deck 3: fixes and stuff * D1 fixes & skrell airlocks * minor D2 tweaks * a lot of airlock-related fixes, glass tables, paint sprayer fixes, decal fixes, changelog * maintenance hatch sprites * fixing double doors * flips multi-tiles, fixes multi-tiles, adds desk windoors * new plastic flaps * deck 2: a few buttons * side + middle doors * created paths for 3-tiles doors * apply to map the 3 tiles airlocks * some fixes, windoor alpha * remove this random ass potted plant * more map fixes * holodeck disposal pipe fix * secure airlock sprites no code or obj definitions yet * vault airlock * vault door fixes * scc window alpha * adjusts double door glass, firedoor open state * adjusts construction states for doors * remove some defunct icons and fix anims * assembly stuff * pharma fixes * vault door dir * firedoor smart generation moved to its own proc * lift doors, d1 fixes * firedoor smart generation: adjacent wall check * firedoor smart generation: adjacent firedoor check * all decks: missing firedoor and other fixes * deck 2: weird maint stairs fix * oops * diona airlock fix * the shuttle wall gigadeath * fixes * some fixes for leftover map item paths, and double lattices * new diona walls * more fixes * and more * deck 1: fix out of bounds keys * deck 3: fix out of bounds keys * runtime 3: duplicate APCs fix * all decks: make all 3 tile wide doors glass --------- Co-authored-by: Wezzy <wowzewow@gmail.com> Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com> Co-authored-by: Cody Brittain <cbrittain10@yahoo.com> Co-authored-by: kyres1 <noodle.buster31@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: atteria <tarkona@protonmail.com> Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com> Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com> Co-authored-by: naut <nautilussplat@gmail.com> Co-authored-by: naut <55491249+nauticall@users.noreply.github.com> |
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31956c7eb0 |
Rock the UI Away - Removes VueUI and adds TGUI (#16509)
* tgui the beginning * binaries and the like * Bring in the last of it * Example radio UI * delete example * NTOS Main Menu, start on manifest, tgui states * tasks.json * gunnery ui pt 1 * okay * fix everything * scss update * oops * manifest gigablast * downloader part 1 * download prt 2 * NTOSDownloader final * mfw committing to_worlds * gunnery console pt2 * i cooked * targeting (finished) * one vueui down * voting ui almost done * MY MIND FEELS LIKE AN ARCH ENEMYYYY * voting ui down * photocopier * ntos config + download fixes * photocopier 2 * refactor define * NTOS client manager + fixes * fax machine final (it also uses toner now) * marching forwards... left behind... * ntnrc part 1 * canister * add quotes * portable pumps pt1 + more backgrounds * oops * finish the portable pump * freezers so I'll keep on pushing forward... you haven't seen the last of me... oooooooh... * doors ui pt1 * finish doors UI (forgive me wildkins it's a bit of shitcode) * vitals monitor, make things use labeled lists, new backgrounds * mais j'envoyé aucun mayday... * maglock pt1 * pour ça je me suis perdu... * infrared * fix that * prox sensor pt1 * prox sensor * signaler (this was actually pretty hard) * atmos control pt1 * atmos control pt1.1 * atmos pt 2 * fuel injector * multitool UI * jammer * list viewer * APC * portgen * targeting console updates + SMES ui * new themes, shield generator * supermatter * Add ore detector and (shitty) NTNet Relay * orderterminal pt1 * orderterminal pt2 * smartfridge * Add (air-)tank GUI update ore detector size * Adds Transfer Valves * Add AtmoScrubber * analyzer pt1 * weapons analyzer pt2 * bodyscanner pt1 * bodyscanner pt2 * fix this shitcode * seed storage * appearance changer * appearance changer final * sleeper pt1 * sleeper * gps * vehicles * chem dispenser * lily request * holopad * tgui modules pt1 * ppanel * damage menu * fixes * im here too now * follow menu, search bars * quikpay * quikpay fixes * circuit printer * ppanel * ppanel updates * pai * turret controls (i want to kill myself) * tweak * remove the boardgame * guntracker * implant tracker * penal mechs come close to me, come close to me * chem codex * pai radio * doorjack * pai directives * signaler removal, sensors * ghost spawner * spawnpoint * fixes * teleporter * one more to the chopping block * account database * remove divider * scanner, atmos * latejoin ui pt1 * latejoin * records pt1 * RECORDS UI DONE * delete interpreter & records * CHAT FUCKING CLIENT * data updates * fix some things * final UI, log * basic nanoui fix * antag panel * remove vueui * atm update * vending update * warrants, cameras * ntmonitor * time comes for all * preserve this legacy * bring that back (oops) * rcon, ui auto update for computer UIs, remove rcon computers * alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles) * A LIKE SUPREME * a * power monitor * lights on * fuck this code, fuck nanoui modules, and fuck nanoui * LEAVE IT OH SO FAR BEHIND * fix alarm monitoring for synths * I SAW IN YOU WHAT LIFE WAS MISSING * comms console * idcard and record updates * turn the light on * arcade * pt2 * news browser * static * crusher * f * COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO * codeowners & suit sensors * html ui style removal * make lint happy * resist and disorder * i slowly get up and turn off the noise, already fed up... * pleaseeeeeeeeeeeeeee * THE CREDIT LARP IS NECESSARY * i hold the keys * RISE UP * fix that? * harry's suggestions xoxo * runtime fix pt2 * You are the only thing that I still care about * adds build workflow * Update update_tgui.yml * adds some needed steps * ATM * misc fixes and tweaks * fixes 2 * make newscasters usable and fix use power on freezers * turret control is clearer --------- Co-authored-by: John Wildkins <john.wildkins@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: harryob <me@harryob.live> |
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e7aabb7e14 | Standardised Contained Sprites : Now Atomic (#15142) | ||
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a4461a17af | Implement Bay's SSmachinery and power usage updates, further unclogging the toilet (#13910) | ||
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2f4f7f3075 | Mining refinery machines are linked to set consoles now. | ||
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fb13f6615f | Adds sensitive hearing (#12151) | ||
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49a801ee19 | Constructable Mining Machines (#12212) | ||
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c30a88d89b | Mining Fixes (#9330) | ||
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0bba540bd5 | fixes invisible stacking machine console (#8967) | ||
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388850d627 | Some Mining Cleaning (#8363) | ||
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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(). |
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ac193dc469 | Disposals Map Overhaul (#5197) | ||
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c11d7ac148 |
Fixed the Stack Machine from eating Materials (#4688)
The stacker was coded to accept 1 sheet at a time, meaning that if you insert a stack of 50 sheets into the stacker, it will count that as only 1 sheet because people don't know how to code. |
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e8d22ed53d |
Cargo/Mining Map Tweaks (#4542)
Mining Map Changes There is an easier way for paramedics/miners to traverse down zlevels, without the using of a mobile ladder. A new area is built for that purpose. Main level has a ladder going up and down to two different areas. Both areas are guaranteed to be connected to another airlock. Top level is connected to science, bottom level is connected to a cargo elevator. Atmospherics system in mining is more saner. The mining processor was made shorter, and 4 grates are guaranteed to spawn now for each miner slot, and contains it's own maintenance hatch for easy upgrades. Mining also now has its own requests console and disposals delivery destination. The industrial smelter is now twice as fast, however uses three times as much power. |
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82f347040b | Stacker fixes (#3903) | ||
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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. |
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f6dc33a465 |
Newmap - SMC, Openturf, Arrivals Controller, and Mine Turf Improvements (#1958)
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit
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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 |
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d1b43f6d44 |
Mining runtime fix (#1757)
* Check if the console is set before processing the stacking machine. If the console is not set, the stacking machine deletes itself (as does the console if it cant find the stacking machine in the specified direction) Signed-off-by: Werner <werner@myhomenet.at> * Change default direction Signed-off-by: Werner <werner@myhomenet.at> * Correctly maps in the processing machine console Signed-off-by: Werner <werner@myhomenet.at> |
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358867f3b5 | Major sheet and material refactor. | ||
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495952ff5d | Changed steel material name to a define. | ||
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bc50ba5166 | Merge resolution. | ||
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dbf8e53020 | Mass rename of 'metal' to steel, refactor of walls and falsewall mineral construction, refactor of materials and ores. | ||
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1ae0ad6d92 |
Updates the atom_pool, now datum_pool, to handle any datum object.
Makes the garbage collector similarly robust. Continues the whole Destroy/qdel porting. |
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6d15809768 | Corrects return values for the Topic procs of several computers and some other machines as well. | ||
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95a6f9d613 |
First pass on ore distribution map and stationary drilling rig.
Added sprites for stationary drilling gear. Added skeleton ores for coal, adamantine, mythril. Updated some icons. Expanded mining rig functionality. Changed adamantine and mythril to osmium and metallic hydrogen. Added ore distribution map generation to master controller. Added upgrading to stationary drills, tweaked other stuff. Rewriting the ore processor and how ores handle information. Also rewrote the ore stacker. |
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a3e4a43536 | Changes most viable, used entries of plasma with phoron. | ||
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e6c3fbf071 | Changes all appropriate instances of 'Plasma' to 'Phoron' | ||
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7ce4073135 |
Code effeciency project: Ore processing.
Before: The stacker and processor used del(item) to get rid of the items causing /obj/movable/del() to spike up and cause fun amounts of lag. Also we have seperate variables for if a certain ore type is selected in the processing machine and the cooking portion of process() uses a huge string of if()'s which check 8 or so variables and is terrible and probably a pain in the ass should someone decide to later add ore types and recipes. After: We just set item.loc = null when it goes in the stacker of processor and garbage collection takes care of it within a tick. Those different variables for ore selection are now just one variable which is a bitfield, much easier to read, much easier to expand upon. |
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909928f3f9 | Plasma glass stacking fix | ||
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74b5a003cc |
Fixed Copypasta!
Fixed Copypasta! |
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a75492d26b |
Startoad's plasma windows commit, I'm doing the github stuff for it.
https://github.com/StarToad/Baystation12/commit/3677121b51af852ed951c214c57a08fab60222c1 |
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0bd10c628d | Fixed ore processing machines not updating properly | ||
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aae42d928a |
Merge branch 'incremental_tg' r5200 into bs12_with_tgport
Conflicts: baystation12.dme code/__HELPERS/global_lists.dm code/__HELPERS/type2type.dm code/__HELPERS/unsorted.dm code/datums/datumvars.dm code/datums/disease.dm code/datums/organs/organ_external.dm code/datums/supplypacks.dm code/defines/obj.dm code/game/area/areas.dm code/game/atoms.dm code/game/gamemodes/cult/cult_structures.dm code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/events/space_ninja.dm code/game/gamemodes/game_mode.dm code/game/gamemodes/gameticker.dm code/game/hud.dm code/game/jobs/access.dm code/game/jobs/job/civilian.dm code/game/machinery/alarm.dm code/game/machinery/cloning.dm code/game/machinery/computer/cloning.dm code/game/machinery/computer/medical.dm code/game/machinery/computer/syndicate_shuttle.dm code/game/machinery/telecomms/broadcaster.dm code/game/machinery/telecomms/machine_interactions.dm code/game/objects/effects/decals/contraband.dm code/game/objects/effects/signs.dm code/game/objects/items/devices/PDA/PDA.dm code/game/objects/items/devices/PDA/cart.dm code/game/objects/items/weapons/photography.dm code/game/objects/structures/door_assembly.dm code/game/objects/structures/window.dm code/game/sound.dm code/game/verbs/ooc.dm code/global.dm code/modules/DetectiveWork/detective_work.dm code/modules/DetectiveWork/evidence.dm code/modules/DetectiveWork/footprints_and_rag.dm code/modules/DetectiveWork/scanner.dm code/modules/admin/player_panel.dm code/modules/admin/verbs/adminhelp.dm code/modules/admin/verbs/adminpm.dm code/modules/awaymissions/gateway.dm code/modules/client/client defines.dm code/modules/client/client procs.dm code/modules/client/preferences.dm code/modules/clothing/spacesuits/rig.dm code/modules/mining/machine_processing.dm code/modules/mining/machine_stacking.dm code/modules/mining/mint.dm code/modules/mining/ores_coins.dm code/modules/mining/satchel_ore_boxdm.dm code/modules/mob/living/carbon/alien/alien.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/carbon/carbon_defines.dm code/modules/mob/living/carbon/human/human_damage.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/carbon/human/update_icons.dm code/modules/mob/living/living.dm code/modules/mob/living/say.dm code/modules/mob/mob.dm code/modules/mob/mob_cleanup.dm code/modules/mob/mob_defines.dm code/modules/mob/mob_transformation_simple.dm code/modules/mob/new_player/login.dm code/modules/mob/new_player/new_player.dm code/modules/mob/new_player/preferences_setup.dm code/modules/mob/new_player/savefile.dm code/modules/mob/new_player/sprite_accessories.dm code/modules/paperwork/folders.dm code/modules/paperwork/paper.dm code/modules/paperwork/photocopier.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/projectile/automatic.dm code/setup.dm code/unused/mining/datum_processing_recipe.dm code/unused/powerarmor/powerarmor.dm code/world.dm html/changelog.html icons/effects/96x96.dmi icons/mob/head.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/suit.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/suits.dmi icons/obj/hydroponics.dmi icons/obj/items.dmi icons/turf/areas.dmi icons/turf/walls.dmi maps/RandomZLevels/fileList.txt maps/RandomZLevels/spacebattle.dmm Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au> |
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e6c70937e5 |
Merge branch 'incremental_tg' r4967 (27/10/2012) into bs12_with_tgport
Conflicts: baystation12.dme code/__HELPERS/game.dm code/__HELPERS/type2type.dm code/datums/helper_datums/getrev.dm code/game/atoms.dm code/game/gamemodes/events.dm code/game/machinery/atmo_control.dm code/game/machinery/atmoalter/area_atmos_computer.dm code/game/machinery/computer/HolodeckControl.dm code/game/machinery/computer/atmos_alert.dm code/game/machinery/computer/card.dm code/game/machinery/computer/cloning.dm code/game/machinery/computer/computer.dm code/game/machinery/computer/pod.dm code/game/machinery/computer/prisoner.dm code/game/machinery/computer/syndicate_shuttle.dm code/game/machinery/newscaster.dm code/game/machinery/spaceheater.dm code/game/machinery/telecomms/broadcaster.dm code/game/machinery/telecomms/logbrowser.dm code/game/machinery/telecomms/machine_interactions.dm code/game/machinery/telecomms/telemonitor.dm code/game/machinery/telecomms/traffic_control.dm code/game/machinery/wishgranter.dm code/game/objects/items/devices/uplinks.dm code/game/objects/items/stacks/stack.dm code/game/objects/objs.dm code/modules/DetectiveWork/detective_work.dm code/modules/admin/IsBanned.dm code/modules/admin/admin.dm code/modules/admin/verbs/adminsay.dm code/modules/admin/verbs/getlogs.dm code/modules/awaymissions/zlevel.dm code/modules/client/client procs.dm code/modules/clothing/masks/miscellaneous.dm code/modules/clothing/spacesuits/miscellaneous.dm code/modules/flufftext/TextFilters.dm code/modules/mining/machine_processing.dm code/modules/mining/machine_stacking.dm code/modules/mining/mine_items.dm code/modules/mining/mint.dm code/modules/mining/satchel_ore_boxdm.dm code/modules/mob/living/carbon/monkey/life.dm code/modules/mob/living/living_defense.dm code/modules/mob/living/simple_animal/friendly/corgi.dm code/modules/mob/mob.dm code/modules/paperwork/filingcabinet.dm code/modules/paperwork/photocopier.dm code/modules/power/gravitygenerator.dm html/changelog.html icons/mob/head.dmi icons/mob/human_face.dmi icons/mob/mask.dmi icons/mob/suit.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/suits.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au> |
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0258d5be22 |
-Changed all minerals path from /obj/item/stack/sheet to /obj/item/stack/sheet/mineral. (This change excludes glass, Rglass, metal and plasteel)
-Reduced the chunks of code about minerals in door_assembly.dm Preeeetty much this commit is just to update all the files to the new path of the minerals. From here, if I can, I'll start changing one by one to remove the huge chunks of code. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5087 316c924e-a436-60f5-8080-3fe189b3f50e |
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6a2d78bc94 |
-Killed the updateDialog lag. I added a check to see if there were any mobs to update, if not it will stop checking until a user uses the machine again. I had to replace all the machine = src and machine = null with procs to help make it manageable. I believe this is one of the culprits causing the server to lag as the round goes on, as more players will interact with machines.
-Atmos delay is now based on active players, to help fight lag for massive player rounds. -Changed some for(blah in world) loops to use the correct lists. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4958 316c924e-a436-60f5-8080-3fe189b3f50e |
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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 code/game/machinery/portable_turret.dm code/game/machinery/recharger.dm code/game/machinery/rechargestation.dm code/game/machinery/requests_console.dm code/game/machinery/shieldgen.dm code/game/machinery/spaceheater.dm code/game/machinery/suit_storage_unit.dm code/game/machinery/syndicatebeacon.dm code/game/machinery/telecomms/broadcaster.dm code/game/machinery/telecomms/logbrowser.dm code/game/machinery/telecomms/machine_interactions.dm code/game/machinery/telecomms/telemonitor.dm code/game/machinery/telecomms/traffic_control.dm code/game/machinery/teleporter.dm code/game/machinery/turrets.dm code/game/machinery/vending.dm code/game/magic/cultist/ritual.dm code/game/magic/cultist/runes.dm code/game/magic/library.dm code/game/magic/musician.dm code/game/master_controller.dm code/game/mecha/combat/combat.dm code/game/mecha/combat/gygax.dm code/game/mecha/equipment/mecha_equipment.dm code/game/mecha/equipment/tools/tools.dm code/game/mecha/equipment/weapons/weapons.dm code/game/mecha/mech_fabricator.dm code/game/mecha/mecha.dm code/game/mecha/mecha_construction_paths.dm code/game/mecha/mecha_wreckage.dm code/game/mecha/medical/medical.dm code/game/mecha/medical/odysseus.dm code/game/mecha/working/ripley.dm code/game/objects/alien/facehugger.dm code/game/objects/alien/resin.dm code/game/objects/bodybag.dm code/game/objects/closets.dm code/game/objects/closets/emergency.dm code/game/objects/closets/extinguisher.dm code/game/objects/closets/fireaxe.dm code/game/objects/closets/firecloset.dm code/game/objects/closets/fitnesscloset.dm code/game/objects/closets/janitor.dm code/game/objects/closets/kitchen.dm code/game/objects/closets/nuclear.dm code/game/objects/closets/secure/bar.dm code/game/objects/closets/secure/cargo.dm code/game/objects/closets/secure/engineering.dm code/game/objects/closets/secure/hydroponics.dm code/game/objects/closets/secure/medical.dm code/game/objects/closets/secure/personal.dm code/game/objects/closets/secure/scientist.dm code/game/objects/closets/secure/secure_closets.dm code/game/objects/closets/secure/security.dm code/game/objects/closets/syndicate.dm code/game/objects/closets/wardrobe.dm code/game/objects/contraband.dm code/game/objects/crates.dm code/game/objects/devices/PDA/PDA.dm code/game/objects/devices/PDA/cart.dm code/game/objects/devices/PDA/chatroom.dm code/game/objects/devices/aicard.dm code/game/objects/devices/flash.dm code/game/objects/devices/flashlight.dm code/game/objects/devices/paicard.dm code/game/objects/devices/scanners.dm code/game/objects/devices/taperecorder.dm code/game/objects/devices/traitordevices.dm 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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> |