* 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>
* 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>
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().
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.
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.
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.
* 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 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn
* 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>
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.
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.
-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
-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
-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
- 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
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
- 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
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