* Hammertail Gear
Adds a Hammertail Smiths jumsuit, as well as adding themed gear crates to the uplink.
* Fix?
* Fix again
* Forgot to rename uplink
* Missing space
* Group Gear Looped
As requested
* Command Area Remap 1/2
* Command Area Remap 1/2
Adds some rods to the construction area
* changelog
* fixes some errors
* Auto stash before merge of "BridgeRework" and "origin/BridgeRework"
* Map Is mostly done now
* Makes an XO line and unshifts the vending machines
* Plants!!
* Nearly done
* HAAAAAAAAAAAAAAA
* Lighting
* Adds the second law office area
* Fixes the area
* Assigns the areas and makes new cameras
* Makes custom area markers
* Sets the Upperdeck area
* Adds HR room and moves some things around
* fixed the area
* Creates the lounge area
* Consular Office Refinement
* bug fixes
* more bug fixes and alterations
* More tweaks
* Bug Fixes
* Removes the telecomms firing marker
* adds conference room shutters
* rearranges the shutters
* Updated changelog
If this needs more detail, let me know.
* more descriptive
* weewoo
* Access Changes
* FiXEs IndEnTaTiOnS
* I accidentally deleted a comma
* Flips the consular office and adds holopads
* Small aesthetic change to XO office
* area blurb for HRA
* Minor bug fixes
* Couple of more minor fixes
* Fixes a locker double spawning
* Fixes the power oversight
* Removes an accidentally placed apc
* Minor aesthetic changes
* Adds Yellow access requirements
* Minor Aesthetic Changes
* Adds the bridge evacuation route instructions
* notice boards for consulars
* Replaces the tiles with plating under the windows
* Takes all the lights
* fixes a door issue
* Addresses all of Arrows requests
* Meets all of Arrows requested changes
* fixes a decal
* Adds a fire lock to the engineering maintenance door D3
* Fixes a duplicate camera
* God I hate piping
* Fixes Consular Access during Blue or higher
* Actually fixes the access
* FINALLY fixes consular access
* Revert "FINALLY fixes consular access"
This reverts commit 88619f70c9.
* Actually fixes the access
* i want to die
* Adds a pinpointer and ringers as requested
* e
* it is obligatory to forget this
* increase map size to prevent potential z level space shenanigans
* nvm
* oops
* having those in there not good idea
* aaaa
* jesus christ
* a
* tables were too fancy?
* maybe the shitty decorative pipe network is messing it up somehow idk
* e
* oooog
* AAAAAAAA
* h
* 255x255
* Adds a framework for airlocks changing access depending on security level.
* cleanup
* s
* s
* req_one_access
* update
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* the pr!
* changelog, overdose fiddling
* more overdose fiddling. overdose now kills.
* overdose hello??
* overdose is fine
* associative list? dmdocs?? it still works
* mayhap... you wanted... a space??/
* I... capitalize....?
* dmdoc part final?
* First Test
* fixes projectile type
* Gun works!
* blah
* testin
* SCC Energy Pistol
* Tweaks Damage
* Removes the random map change, sorry.
* Removes the turret confusion
* Updates the changelog to be more specific
* Forgot to delete this
* Gun dmi changed
* fixes some code
* Start of Gadpathur Navy vessel
More work on the Gadpathur Vessel
Nearly finished now...
* More work on the Gadpathur vessel
* More work on the Vessel
More work on the vessel
More work on the vessel
* attempt to fix runtime errors
* Remove duplicate APCs and fix designation
* Overhauled the cadre surgeon uniform with generic scrub sprites
* Attempt to fix runtime errors, more work on access restrictions
* Fix hallway power and air alarms, fix designation test
* Change the Captain's uniform to be more distinct
* Add breath masks for EVA suits (may be replaced with rebreathers)
* Added Xanan pistol and Gadpathur rebreather
* Fix positioning of the ship guns
* Replace the generic combat shotgun with the Xanan shotgun
* Used code defined gun cabinets
* Set a unit test group(?)
* Fix compile
* Ditto
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>