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28 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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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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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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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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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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49a801ee19 | Constructable Mining Machines (#12212) | ||
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c30a88d89b | Mining Fixes (#9330) | ||
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388850d627 | Some Mining Cleaning (#8363) | ||
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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. |
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8519dcc393 |
.loc = to forceMove() (#4937)
As requested, this PR is changed to only include all .loc = to forceMove() changes. |
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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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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 code/game/objects/door_assembly.dm code/game/objects/effect_system.dm code/game/objects/electricchair.dm code/game/objects/explosion.dm code/game/objects/gibs.dm code/game/objects/grille.dm code/game/objects/items.dm code/game/objects/items/blueprints.dm code/game/objects/items/candle.dm code/game/objects/items/clothing.dm code/game/objects/items/food.dm code/game/objects/items/helper_procs.dm code/game/objects/items/item.dm code/game/objects/items/robot_items.dm code/game/objects/items/robot_parts.dm code/game/objects/items/tk_grab.dm code/game/objects/items/weapons/AI_modules.dm code/game/objects/items/weapons/RCD.dm code/game/objects/items/weapons/RSF.dm code/game/objects/items/weapons/cameras.dm code/game/objects/items/weapons/cards_ids.dm code/game/objects/items/weapons/cigs_lighters.dm code/game/objects/items/weapons/clown_items.dm code/game/objects/items/weapons/dna_injector.dm code/game/objects/items/weapons/explosives.dm code/game/objects/items/weapons/flamethrower.dm code/game/objects/items/weapons/grenades.dm code/game/objects/items/weapons/hand_lablers.dm code/game/objects/items/weapons/hydroponics.dm code/game/objects/items/weapons/implants/implant.dm code/game/objects/items/weapons/implants/implantcase.dm code/game/objects/items/weapons/implants/implantchair.dm code/game/objects/items/weapons/implants/implanter.dm code/game/objects/items/weapons/implants/implantfreedom.dm code/game/objects/items/weapons/implants/implantnanoaug.dm code/game/objects/items/weapons/implants/implantpad.dm code/game/objects/items/weapons/kitchen.dm code/game/objects/items/weapons/manuals.dm code/game/objects/items/weapons/medical.dm code/game/objects/items/weapons/mops_cleaners.dm code/game/objects/items/weapons/papers_bins.dm code/game/objects/items/weapons/stunbaton.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/swords_axes_etc.dm code/game/objects/items/weapons/table_rack_parts.dm code/game/objects/items/weapons/tools.dm code/game/objects/items/weapons/twohanded.dm code/game/objects/items/weapons/wrappingpaper.dm code/game/objects/mineral_doors.dm code/game/objects/radio/beacon.dm code/game/objects/radio/electropack.dm code/game/objects/radio/encryptionkey.dm code/game/objects/radio/headset.dm code/game/objects/radio/intercom.dm code/game/objects/radio/radio.dm code/game/objects/secstorage/sbriefcase.dm code/game/objects/secstorage/ssafe.dm code/game/objects/stacks/glass.dm code/game/objects/stacks/metal.dm code/game/objects/stacks/stack.dm code/game/objects/stacks/wood.dm code/game/objects/stool.dm code/game/objects/storage/backpack.dm code/game/objects/storage/belt.dm code/game/objects/storage/bible.dm code/game/objects/storage/briefcase.dm code/game/objects/storage/lockbox.dm code/game/objects/storage/storage.dm code/game/objects/storage/uplink_kits.dm code/game/objects/structures.dm code/game/objects/tables_racks.dm code/game/objects/tank.dm code/game/objects/tanks/emergency.dm 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code/modules/mob/screen.dm code/modules/mob/simple_animal/crab.dm code/modules/mob/transform_procs.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/filingcabinet.dm code/modules/paperwork/folders.dm code/modules/paperwork/handlabeler.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/paperwork/photocopier.dm code/modules/paperwork/stamps.dm code/modules/power/antimatter/computer.dm code/modules/power/antimatter/engine.dm code/modules/power/antimatter/fuel.dm code/modules/power/apc.dm code/modules/power/cable.dm code/modules/power/cable_heavyduty.dm code/modules/power/cell.dm code/modules/power/generator.dm code/modules/power/generator_type2.dm code/modules/power/gravitygenerator.dm code/modules/power/lighting.dm code/modules/power/port_gen.dm code/modules/power/sd_DynamicAreaLighting.dm code/modules/power/singularity/collector.dm code/modules/power/singularity/containment_field.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> |
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08b2b326e9 | Ores now stack when released from ore box. Should help reduce some mining lag. | ||
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459c558898 |
-Make holodeck eswords a child of obj/item/weapon/holo instead of regular eswords, clumsy check removed as a result, and you can no longer do things like cutting through walls or doors or what have you. (Fixes Issue 665)
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well. r4146 compile time: 1 minute, 40 seconds r4147 compile time: 45 seconds [VGTG] git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e |
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1a1d8c3d17 |
TG: - commented out the old adamantine recipe.
- removed adamantine ore - removed adamantine mineral walls - added a new adamantine recipe, but it's commented out for the moment - added a new material, mythril, with a nice urist sprite - added a mythril coin - added a mythril recipe, but it's commented out for the moment So yeah, adamantine will have a new recipe and will no longer be gained from ore and added mythril to the procesisng unit, stacking unit and coin press. NOTE TO URIST: to enable this, you only have to uncomment the part with your name in machine_processing.dm Everything else is already in working order. Oh and you need to make the coin and sheet sprite. Revision: r3146 Author: baloh.matevz |
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7d04c9c169 |
TG: Added Spacevines to the random events. Added a spawn space-vines option to the
secrets panel. Fixes issue 250 (borg door bug) Fixed silicon interactions with engineering equipment. Fixed access lists for radiation collectors, so locking them actually serves a purpose. Fixed using crowbars on them. Borgs can name themselves upon module selection (unless a roboticist has named them previously by using a pen) To avoid Borgs griefing and then changing their name by selecting a module, borgs are now unable to move independently until they choose a module. New sprites for spacevines are on the way. So you'll have to tolerate my crappy stand-ins for a bit until he is finished with them. Revision: r3128 Author: elly1...@rocketmail.com |
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1c7d34ddc3 |
- commented out the old adamantine recipe.
- removed adamantine ore - removed adamantine mineral walls - added a new adamantine recipe, but it's commented out for the moment - added a new material, mythril, with a nice urist sprite - added a mythril coin - added a mythril recipe, but it's commented out for the moment So yeah, adamantine will have a new recipe and will no longer be gained from ore and added mythril to the procesisng unit, stacking unit and coin press. NOTE TO URIST: to enable this, you only have to uncomment the part with your name in machine_processing.dm Everything else is already in working order. Oh and you need to make the coin and sheet sprite. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3146 316c924e-a436-60f5-8080-3fe189b3f50e |
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0a80f91f2c |
Added Spacevines to the random events. Added a spawn space-vines option to the secrets panel.
Fixes issue 250 (borg door bug) Fixed silicon interactions with engineering equipment. Fixed access lists for radiation collectors, so locking them actually serves a purpose. Fixed using crowbars on them. Borgs can name themselves upon module selection (unless a roboticist has named them previously by using a pen) To avoid Borgs griefing and then changing their name by selecting a module, borgs are now unable to move independently until they choose a module. New sprites for spacevines are on the way. So you'll have to tolerate my crappy stand-ins for a bit until he is finished with them. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3128 316c924e-a436-60f5-8080-3fe189b3f50e |
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b3f7865754 |
moving all the git stuff over to this so people who don't want to spend 8 years figuring out the bass ackward git system can actually run our server code
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2983 316c924e-a436-60f5-8080-3fe189b3f50e |
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17ed3899c4 |
Fixed the map/code issues that the body bags caused.
/obj/effects is now /obj/effect. /obj/station_objects is now /obj/structure. Did a bit of minor blob work. The Bay 12 body bags were replaced with closets because having two sets of code that do almost the same thing is silly. Changed back a few of the last jobproc edits as the remove from list before assign was a check to see if the mob was fucked up and if it was remove it so we did not check it again as it would still be fucked up. The medbay/tox monkeys names are random once more. More random name monkeys will help with changeling and clean up the observe/mob menus. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2324 316c924e-a436-60f5-8080-3fe189b3f50e |
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e8c6b08419 |
- Object tree grouped a bit more.
Two new categories were made: station_objects and effects. station_objects, which I'm sure someone will want renamed to 'structures' contains the objects which don't need process() or power code. Effects contains objects which are either landmarks, triggers, spawners or decal. Screenshot: http://www.kamletos.si/new%20object%20tree.PNG I didn't notice any bugs, but with a revision editing 276 files of byond code, you never know. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2323 316c924e-a436-60f5-8080-3fe189b3f50e |
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c612827472 |
Singularity absorption explosion range lowered and is now dependent on singularity size.
BoH is no longer an instakill on a singularity, the chance the singularity will die from bombs now 25% from 10%. Finished removing Metabslow from the game because delaying Interface rebuilds is a bad idea. Sadly THE SUN is gone due to lighting lag issues, the current mob max luminosity is set to 7. Damage and stun from doors shocking people has been lowered. process() is now an obj level proc as it was already used by several procs and they can now jump onto the ticker if needed. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2199 316c924e-a436-60f5-8080-3fe189b3f50e |
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20fcf5b66f |
NEW MINING STATION; OPINIONS AND BUGS GO HERE: http://nanotrasen.com/phpBB3/viewtopic.php?f=7&t=5733
Added some new area sprites for the mining station. Lots of new sprites by Petethegoat. Made sprite for the disposal delivery chute facing the other way. Moved the mining-related sprites to their own file. Updated the Mining Consoles, and the 3 mining production machines with new sprites. UPDATED CHANGELOG. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2013 316c924e-a436-60f5-8080-3fe189b3f50e |
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52c900520c |
- Dismantled KeelingsStuff.dm into separate files, where the stuff in it fits.
- Dismantled mining.dm into 15 or so dm files and placed it out of WIP into modules. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1827 316c924e-a436-60f5-8080-3fe189b3f50e |