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Aurora.3
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1bf1d5db1f3239c3f0e55e9331cba47a3bb5c5ab
Aurora.3
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code
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History
SkyMarshal
1bf1d5db1f
Pimped out the response team. No jobs have stupid stuff spawn in their hands, it now spawns on their person, be it on their ear (pens if they cannot find a target) of in their pockets. MAde several pre-set-up things for the response team, including portable surgery equipment and a movable optable. Made autolathe items spawn on top of it. Added Death alarms, and made explosive implants work properly. Girders are now removed when a floor is made/RCD'd into existence. Internals can now be set even if it is in suit storage or on the belt.
2012-01-20 12:53:29 -07:00
..
area
Fucked up, NOW space is depowered.
2011-12-04 01:27:44 +00:00
asteroid
Revert "removed cloaker"
2011-12-08 15:28:35 +02:00
events
Pimped out the response team. No jobs have stupid stuff spawn in their hands, it now spawns on their person, be it on their ear (pens if they cannot find a target) of in their pockets. MAde several pre-set-up things for the response team, including portable surgery equipment and a movable optable. Made autolathe items spawn on top of it. Added Death alarms, and made explosive implants work properly. Girders are now removed when a floor is made/RCD'd into existence. Internals can now be set even if it is in suit storage or on the belt.
2012-01-20 12:53:29 -07:00
gamemodes
Merge pull request
#291
from SkyMarshal/master
2012-01-18 23:16:15 -08:00
jobs
Pimped out the response team. No jobs have stupid stuff spawn in their hands, it now spawns on their person, be it on their ear (pens if they cannot find a target) of in their pockets. MAde several pre-set-up things for the response team, including portable surgery equipment and a movable optable. Made autolathe items spawn on top of it. Added Death alarms, and made explosive implants work properly. Girders are now removed when a floor is made/RCD'd into existence. Internals can now be set even if it is in suit storage or on the belt.
2012-01-20 12:53:29 -07:00
machinery
Pimped out the response team. No jobs have stupid stuff spawn in their hands, it now spawns on their person, be it on their ear (pens if they cannot find a target) of in their pockets. MAde several pre-set-up things for the response team, including portable surgery equipment and a movable optable. Made autolathe items spawn on top of it. Added Death alarms, and made explosive implants work properly. Girders are now removed when a floor is made/RCD'd into existence. Internals can now be set even if it is in suit storage or on the belt.
2012-01-20 12:53:29 -07:00
magic
Merge pull request
#260
from SkyMarshal/master
2012-01-10 20:38:14 -08:00
mecha
Port of the TG radio system. Tasty and I tested it out and it works smooth and clean :)
2012-01-17 00:12:30 -07:00
objects
Pimped out the response team. No jobs have stupid stuff spawn in their hands, it now spawns on their person, be it on their ear (pens if they cannot find a target) of in their pockets. MAde several pre-set-up things for the response team, including portable surgery equipment and a movable optable. Made autolathe items spawn on top of it. Added Death alarms, and made explosive implants work properly. Girders are now removed when a floor is made/RCD'd into existence. Internals can now be set even if it is in suit storage or on the belt.
2012-01-20 12:53:29 -07:00
structure
…
verbs
Removed and commented out the last traces of goon auth. code
2011-12-30 23:28:14 +02:00
algorithm.dm
2 ears!
2011-12-18 06:02:15 -05:00
atom_procs.dm
Port of the TG radio system. Tasty and I tested it out and it works smooth and clean :)
2012-01-17 00:12:30 -07:00
cellautomata.dm
Fixed a case where "none" was set as a gamemode by a vote
2012-01-02 12:28:35 +02:00
chemistry.dm
…
communications.dm
Pimped out the response team. No jobs have stupid stuff spawn in their hands, it now spawns on their person, be it on their ear (pens if they cannot find a target) of in their pockets. MAde several pre-set-up things for the response team, including portable surgery equipment and a movable optable. Made autolathe items spawn on top of it. Added Death alarms, and made explosive implants work properly. Girders are now removed when a floor is made/RCD'd into existence. Internals can now be set even if it is in suit storage or on the belt.
2012-01-20 12:53:29 -07:00
dna_mutations.dm
…
dna.dm
TG update: Added stun, weaken and paralysis-related procs in place of directly editing the vars. Hulk is 5% chance now due to being completely immune to any sort of stunning (will nerf more later). Think that's all but not entirely sure.
2011-12-26 23:39:45 +02:00
hud.dm
2 ears!
2011-12-18 06:02:15 -05:00
json.dm
retired admins don't get sent as admins in json
2012-01-04 22:01:24 -05:00
landmarks.dm
First bunch of emlocker stuffs, going to fix when its not 1am and 24C
2012-01-03 01:38:01 +10:30
master_controller.dm
Finished emlocker stuff
2012-01-04 02:15:38 +10:30
prisonshuttle.dm
…
response_team.dm
Pimped out the response team. No jobs have stupid stuff spawn in their hands, it now spawns on their person, be it on their ear (pens if they cannot find a target) of in their pockets. MAde several pre-set-up things for the response team, including portable surgery equipment and a movable optable. Made autolathe items spawn on top of it. Added Death alarms, and made explosive implants work properly. Girders are now removed when a floor is made/RCD'd into existence. Internals can now be set even if it is in suit storage or on the belt.
2012-01-20 12:53:29 -07:00
shuttle_engines.dm
…
skincmd.dm
…
smoothwall.dm
…
sound.dm
TG update: removed title music from bar
2011-12-26 23:33:20 +02:00
specops_shuttle.dm
Table update! Yaay!
2012-01-06 23:24:51 -07:00
status.dm
…
supplyshuttle.dm
added orderable chickens and cows
2012-01-16 20:26:17 -05:00
syndicate_shuttle.dm
…
syndicate_specops_shuttle.dm
…
throwing.dm
Numerous fixes.
2011-12-25 10:57:23 -07:00
topic.dm
Just a minor modification to the topic.dm
2011-11-30 17:49:35 +01:00
turf.dm
Pimped out the response team. No jobs have stupid stuff spawn in their hands, it now spawns on their person, be it on their ear (pens if they cannot find a target) of in their pockets. MAde several pre-set-up things for the response team, including portable surgery equipment and a movable optable. Made autolathe items spawn on top of it. Added Death alarms, and made explosive implants work properly. Girders are now removed when a floor is made/RCD'd into existence. Internals can now be set even if it is in suit storage or on the belt.
2012-01-20 12:53:29 -07:00
vials.dm
TG update: Added stun, weaken and paralysis-related procs in place of directly editing the vars. Hulk is 5% chance now due to being completely immune to any sort of stunning (will nerf more later). Think that's all but not entirely sure.
2011-12-26 23:39:45 +02:00
vote.dm
made it so nar-sie can't be objective if < 10 players, due to it being impossible
2012-01-01 16:44:57 -05:00