## About The Pull Request
This PR was originally described to me by @AnturK and I implemented a
few elements of it to the best of my ability, then I promptly forgot
about it for the last 2 months.
This PR adds in randomly spawning structural weakpoints, using much of
the same mechanics of spawning in hidden satchels. If identified using a
T-ray scanner, they can be fixed using a welder by crew. More
excitingly, if a weakpoint is subject to an explosion, it will propagate
a crack, using a random line of turfs, then calling `ex_act()` on each
one with a small callback chain. Finally, cracks will form additional
weakpoints if caused this way, though are almost certainly going to be
noticeable, unlike before where they can spawn undertile.
With this addition, I've added a negative station trait, that will
increase the number of structural weakpoints that will spawn in a given
round. In a normal round, 3 weakpoints will spawn on the station, where
with the station trait, 4-8 weakpoints will spawn across the map.
Weakpoints come in 1 flavor practically, with a larger subtype being
spawnable by admins. The vars for weakpoints also happen to be fully
var-edit-able for admin purposes, including the explosion intensity that
can cause the weakpoint to trigger, the number of sub-cracks, if
additional weakpoints can spawn, etc.
You may also seal weakpoints using sticky tape.
## Why It's Good For The Game
Weakpoints feel like an interesting modifier to a map, where if caught
early can prevent a bad situation becoming worse. Otherwise, weakpoints
could very quickly cause chaos on the map, but despite their
description, aren't capable of causing **too** much destruction that
they can cause a shuttle call unless they're being manipulated by
traitors or antagonists. Though low odds, the idea of a player
welder-bombing a door or an IED going off related to the current
situation in a round, being exacerbated by pure chance due to being near
an IED seems really, REALLY funny.
## Changelog
🆑
add: Stations can now spawn with Structural weakpoints. If they're
subject to an explosion, they'll crack open a tear in the station's
turfs. If you spot one, make sure to weld it or seal it with sticky tape
to fix one. Or not!
add: Adds a negative station trait that greatly increases the number of
weakpoints that can spawn on station.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station
Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level
The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)
**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)
I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.
All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)
## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.
Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).
2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
## About The Pull Request
Closes#90666, converts minetypes to defines, gives icebox a minetype
define which could also be used later to give mining suits some fur or
something.
## Changelog
🆑
fix: Icebox artifact exports no longer claim they're from a lava planet
/🆑
## About The Pull Request
This PR started with the idea of adding support for map feedback
threads, which I added to the roundend report, escape menu, and stat
panel. To do this though I had to make pretty annoying changes to the
stat panel and had to touch every single time something to the stat
panel was added, so since we now have a way to have links in the stat
panel I thought of taking full advantage of it and add some QOL.
AIs can now track their borgs by clicking their status on the stat panel
https://github.com/user-attachments/assets/1789dc46-5d12-48e9-bb8d-d3278aa19639
With Melbert's comment, I added another stat panel entry that directs
you to the Webmap page, which currently seems to be a little messed up
(https://github.com/AffectedArc07/SS13WebMap/issues/41 &
https://github.com/AffectedArc07/SS13WebMap/issues/42) but if they get
fixed this would be a swag asf feature
##### Code bounty for Ezel/Improvedname
## Why It's Good For The Game
Feedback threads was a suggestion from a player and is fully in control
of admins as an optional thing, and while we still have stat panel I
think it's nice to be able to take advantage of its features.
## Changelog
🆑
admin: Admins can now link a URL for maps, used to give feedback on said
maps. Accessible through the roundend report, escape menu, and stat
panel.
qol: AIs can track their borgs by clicking on them in the stat panel.
qol: You can now directly go to the webmap of maps from the stat panel
(assuming it's set in config).
/🆑
## About The Pull Request
The map loading function was ignoring JSON values when a map's config
file was custom loaded. (things like - minetype, planetary, etc.)
To resolve this I just made the loadConfig return a json and then use
that json.
## Why It's Good For The Game
Better custom map support!
## Changelog
🆑
fix: Fix custom map loading ignoring JSON values that were ignored
previously. (minetype, planetary, etc.)
/🆑
## About The Pull Request
Adds a new boolean that lets you opt out of automatically linking
zlevels in `LoadGroup()` (as implemented in
https://github.com/tgstation/tgstation/pull/87029); and forwards that
support to map jsons. Does ***not*** change any /tg/ map jsons in the
process; as they all still work as intended.
A modified Icebox JSON loading correctly:

### How do I disable automatic z-level linking?
Add the following to your json; under planetary:
``` "height_autosetup": 0, ```
For each z-level's trait; you can then add either `"Up": true` or `"Down": true` to link them manually, as you would've prior to #87029 .
## Why It's Good For The Game
tl;dr, map experimentation. It was prior possible to have station segments separated by z-level that weren't vertically linked; which was put to practice most prominently on Nova Sector, of all places, - but #87029 made it automatically assume that they should be linked in that manner.
This middleground keeps the new assumption while preserving the old manual process for any mapping projects that need it.
## Changelog
🆑
code: Mappers can now opt out of automatically linking their up/down station traits.
/🆑
## About The Pull Request
Hey there,
A pretty bad bug (#76226) got through, but it was fixed pretty quickly
in #76241 (cf92862daf). I realized that if
we were testing all the away missions, that this could theoretically get
caught and not happen again. Regardless, unit testing gateway missions
has been on my to-do list for a while now, and I finally got it nailed
down.
Basically, we just have a really small "station" map with the bare bones
(_teeny_ bit of fluff, maploading is going to take 30 seconds tops
anyways let me have my kicks) with a JSON map datum flag that causes it
to load all away missions in the codebase (which are all in one folder).
Just in case some admins were planning on invoking the proc on
`SSmapping`, I also decided to gate a `tgui_alert()` behind it because
you never can be too sure of what people think is funny these days (it
really does lock up your game for a second or so at a time).
I also alphabetized the maps.txt config because that was annoying me.
## Why It's Good For The Game
Things that break on production could(?) be caught in unit testing? I
don't know if the linked issue I mentioned above would have been caught
in retrospect, but it's likely to catch more than a few upcoming bugs
(like the UO45 atmospherics thing at the very top) and ensure that these
gateway missions, which tend to be the most neglected part of mapping,
stay bug-free.
This is also helpful in case someone makes a new away mission and wants
to see if stuff's broken. Helps out maptainers a bit because very, very
technically broken mapping will throw up runtimes. Neato.
## Changelog
Nothing that players should be concerned about.
Let me know if there's a better way to approach this, but I really think
that having a super-duper light map with the bare basics to load up
gateway missions and then all nine-ish gateway missions can sequentially
load during init. I can't think of a better way to do it aside from some
really ugly `#ifdef` shit. Also also, it has the added benefit of being
a map that will always load your away mission without touching a single
shred of config (and it's not likely to break if you follow sane
practices such as making your own areas)
## About The Pull Request
Typo fixes. Further and fixes MetaStation's default name to match the
JSON.
## Changelog
🆑 LT3
spellcheck: Fixed a few typos
/🆑
## About The Pull Request
https://github.com/tgstation/tgstation/pull/74985#issuecomment-1523773626
Tests that all jobs that have `spawn_position > 0` at roundstart have a
location to spawn at.
Also changes the failure message for
`get_default_roundstart_spawn_point` to send to `log_mapping` rather
than `log_world`, as it is a map error and log world doesn't really help
anyone. This would've been sufficient for the existing unit test
`log_mapping`, but that unit test expects that the log has an areacoord
supplied, which we can't really do, given we're reporting a _lack_ of
something.
## Why It's Good For The Game
Stops maps from regressing and dumping people on the latejoin shuttle
roundstart.
## Changelog
~~Not necessary unless I find a map which forgot a landmark~~
🆑 Melbert
fix: Tramstation Robotics and RD now spawn in their departments
roundstart
fix: Birdboat detective now spawns in their office
/🆑
## About The Pull Request
Adds global define for DEFAULT_SPACE_RUIN_LEVELS and
DEFAULT_SPACE_EMPTY_LEVELS
### Proportional budget
Adds proportional budget to setup_ruins
The budget is multiplied by the current amount of ruin levels over the
default amount
Smaller amounts will have less ruins, while bigger maps will have more
ruins
Should maintain the same amount of ruins per z-level
### Z-levels spawning fix
Z-levels didn't seem to spawn their intended amount of ruins
This was because the for loop added the count variable before doing the
spawning. So for example if there was only 1 level, it would count to 1
and end the loop without spawning the level.
Also removed a loop that seemed to just make the process more complex
for no reason. It even had a note to remove it. However, if it has a use
then you should tell me.
## Why It's Good For The Game
Maps with a smaller amount of ruin levels won't be completely filled
The amount of ruins will be consistent per z-level
The creator of North Star won't allow space exploration unless there's a
way to proportionally reduce the space budget see #74719
## Changelog
🆑
fix: Maps now spawn the correct amount of space levels. The bug caused
them to spawn 1 less in each category
code: The space ruins budget is now proportional to the amount of ruin
levels. This has no effect on the current default maps, but added maps
with less than the default amount of ruin levels will see less ruins.
/🆑
## About The Pull Request
So, there's some bullshit with the map loader(?) sometimes where it'll
let space turfs spawn in spots where we REALLY don't want space turfs.
Or, it could also just be a mapper screwing up. Anyways, we might miss
these, so let's set up a broad Unit Test that checks and verifies that
these round-ruining snagglers do _not_ exist.
In order to help me to do this, I standardized and fixed the
nomenclature such that `/area/ruin/space` is default for any map file in
`_maps/RandomRuins/SpaceRuins`, as well as it's subtypes. I also touched
up how we handle shuttle areas in these scenarios. This got a lot of
Unit Test noise filtered out, and is crucial for its functioning. It
should also be how we did it from the start anyways. I added in an
UpdatePaths for any compatible change, but it was completely
non-workable for some of the area type updates.
I also fixed any organic bugs that didn't require an areas type update.
Cool.
Placing space turfs on IceBox:

Organically found issues:

I also added a `planetary` variable to `/datum/map_config` because I
didn't like the hack I was using to see if we had a planetary map, and
I'd rather it just be an explicit variable in the map's JSON.
## Why It's Good For The Game
The less times we get Space Turfs showing up on IceBoxStation, the
better. It also standardizes areas a bit more, which I like (we were
using some incorrect ones in the wrong spots, so those were touched up
in this PR as well). Like, if it's a space ruin, we don't need to use
the lengthy `/area/ruin/unpowered/no_grav` when `/area/ruin/space` does
the same thing.
## Changelog
Nothing in here should concern a player (unless I broke something)
Expect a few commits as I spam unit tests a few times and play
whack-a-mole with bugs.
## About The Pull Request
Golems is apparently disabled on Icebox, but isn't disabled on Lavaland.
However, blacklisting ruins doesn't care for maps, and will blacklist
all, as if it were using all maps at once. This isn't a problem because
Lavaland and Icebox do not share common ruins, except for one: Golem
ship.
## Why It's Good For The Game
Config now works as it's supposed to, Golems should spawn on Lavaland
again (assuming it's enabled in config, I dont keep up to date with
that)
## Changelog
🆑
fix: Ruins blacklisted from icebox shouldn't also blacklist it from
lavaland, and vice versa.
/🆑
Hey there,
These comments were really showing their age, and they gave the false impression that nothing had changed (there was a fucking City of Cogs mention in this comment!). I rewrote a bit of that, and included a blurb about using the in-game verb for Z-Levels so people don't get the wrong impressions of this quick-reference comment (they always do).
I also snooped around map_config.dm and I found some irregularities and rewrote the comments there to be a bit more readable (in my opinion). Do tell me if I'm a cringe bastard for writing what I did.
Also, we were using the Box whiteship/emergency shuttle if we were missing the MetaStation JSON. Whoops, let's make sure that's fixed.
People won't have to wander in #coding-general/#mapping-general asking "WHAT Z-LEVEL IS X ON???". It's now here for quick reference, as well as a long-winded section on why you shouldn't trust said quick reference.
* Prevents potentially infinite length books from being written and stored. I'm not sure if this is an actual issue, but I have a funny feeling it may become one someday
* Moves the paper defines to their own file
* It's become clear to me that I am stupid
* git add --all
* Makes book info into a datum to allow for easy passing around
* Converts the library scanner to tgui, lays the groundwork for tgui visitor consoles
* Makes the db request for book info sort
Adds the frontend for the visitor's console
Adds a hash to prevent duplicate db requests
Adds a prams changed var to help facilitate a better search button
Makes the page number code accept text as input
* Makes the ui index at 1 even tho we index at 0 internally
* Begins the conversion process for the library console.
Changes the library console to override the visitor, to utalize for the archive access portion of the ui
Makes scanner into a weakref, I'm coming for you handheld scanner
Renames some vars to make things clearer
* Converts the remaining refs of the old console typepath over, adds a circuit board for consoles because pain
* Changes how bookshelves load in books
Instead of loading them in lazyally, we load them during init
This lets us track what books are stored in which areas
Somewhat jutting off of this, adds map config for designating something as "part of the library"
This will be useful later
* Renames the random poster, adds a spritesheet for bibles. Both will be useful in a moment
* Ok. This is a bit of a mess.
Converts the library console to tgui.
This comes with a few minor behavior changes:
You can now select what type of poster you want to print, instead of just printing a random one
It's now possible to heed the console's emag warning
The console's inventory page will fill at roundstart with the books in your area/if you're in a library, any
areas designated as "library like" in the map config
You can see what type of bible the chaplin has selected?
"Fixes":
You can no longer just dump books into the scanner forever
Implementation details:
Any input that makes a db request will now A: freeze up any other db inputs until it's finished, and B: Start a
1 second timer before any new db requests can be made
Of note, I'm handling html encoding in a very targeted way.
All book_data datums need to have html encoded values. get_title/author/content exist so a defaulting and tgui
appropriate version can be loaded in. This somewhat matches with the trusted var on set_title, it exists to
prevent double html encoding.
While we're here
Input/DB (Book data should be html encoded)
Inside book datum (Book data should be html encoded)
Sending to tgui (Book data should be decoded during extraction with the get_() procs)
Sending anywhere else (Book data should be html encoded, otherwise it's an xss vuln)
Uhhhh tgui stuff?
I'm using a custom theme for emag visuals, I'll get into that more later
The visitor and book management console share the same data/act pipeline, which is why they're parented/subtyped
They also share a page selection component, which is why the visitor's console imports it.
Uhhhhh
Oh right, fuck.
Ok so the page selection component is kinda cursed, the left and right controls are fine
But I'm trying to get a << < [page/max] > >> setup going, and that means resetting the center input past change
so the default value can be used
This ends up being slightly hacky. I'm sorry.
Oh also, I implemented a custom tab setup for this ui. I have no idea why it was literally like 5 months ago.
I think it looks pretty nice, but if you want me to nuke it I can. Sorry for any headache around this.
More tgui stuff next
* Scanner/visitor cleanup, some other odds and ends
* Adds in a dark red and black theme for library computers to be triggered by an emag.
Things of note: I'm overriding some lists that get passed into buttons and one other thing using set, since the
list is alreadt generated by that step in the process? I think?
I've added dimness control to the dimmer component, since well, it was dimming already dark uis.
I also made and added a rather large background svg. I've got no experience with this sort of thing, and all the
compression methods I found for this ended up being busts. I know this isn't acceptable as an end product, but I
don't know how to get it there.
Somewhat on that note, this ui might not be worth the size for the amount of use it gets. I'm fine with nuking
it if that's the case, I bring this up because I have a very poor understanding of the logistics of something
like this, so I have a feeling I've fucked up somewhere
* Forgot these, just a scss file for library computers, barely used but I think it's worthwhile
* Missed this eariler. As a part of the uploading tab, I'm displaying the contents of books. I'm loading in that
context as raw html so paper -> book books look close to right. Means I need more html tags then our current
sanitize provides. I don't think any of these will cause issues, and there's also a good chance I'm missing
some. Will come up with a list later
* Updates the rest of the maps to use the new management typepath
* Fixes the default bible name being Default Bible Name, I am sorry
* Turns out I had the scaling wrong for bible names, lead to weird stacking because the bible icon doesn't scale, so I lowered its sizing
* Yeets unneeded exports (Thank you jlsnow)
Haha wouldn't it be funny if I didn't know how components worked
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
* Resets the maps to master
* Fixes oversights from merge commit, changes maps
* Removes needless Flex's from the scanner
* Gives the library console the ability to parse markdown. Expands the list of acceptable html elements a bit
* Adds audio cues for printing and inserting/removing from the scanner, makes the scanner nicer to use in general
* Uses a compressed version of the background. It's still huge, but smaller at least
* Adds the printing audio to the book binder
* Cleans up tram
* curse you tram
* AHHHHHHHH
* MY LIFE IS TRUE PAIN
* Adds a path conversion statement to make people's lives easier
* Apply's style's suggestions
thx style
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
* Compresses the background svg
* Further js cleanup
* We no longer render markdown in the ui, since any source of markdown is converted to html anyway
* More ui changes
Makes the tab/main screen logic use Flex rather then manuel offsets
Makes modals better fit the size of their contents
Readjusts the width of some inputs
Properly uses the header prop for a table
Makes the buttons in the upload panel look nicer
Restructures the print tab a bit
* Increase a modal's size
* Fixes computers with no keyboard overlay showing their screen even when the power is out
* Moves some data and logic onto the library subsystem. Kyler's review
Fixes harddels held by the library scanner. Makes the scanner's buffer
actually do something
* Makes book icon randomization a proc rather then just copypasta'd code
* Removes the kilo library edit, the soul was removed
* Damn you san (Fixes mapconflicts)
* Pain
Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com>
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
About The Pull Request
This is a fix for map not load anymore because of security changes
Why It's Good For The Game
Maps are good as they encourage gameplay and differentiate ss13 from a classic MUD game
Changelog
cl
add: unit test for map load
add: directory param to map load + whitelist for data and _maps
add: advertising for mojave sun in tg commit logs
/cl
This PR fixes a bunch of the code for load_map_config(), documenting it better and removing a deprecated (I hope) parameter that was also a security concern along the way, while also making another proc for just loading the default map config, which is supposed to always be functional.
About The Pull Request
In my personal, subjective opinion; trialmins should not, in fact, be able to read and delete server/box configuration files on a whim.
cl
server: Patches multiple(?) arbitrary file related vulnerabilities
/cl
Allows map configs to set how many ruin levels (def. 7) and how many empty levels (def. 1) that will be created. Most useful for landlocked stations, event/one-off stations with unusual composition, or testing situations such as RuntimeStation.
* Remove ZLEVEL_STATION_PRIMARY
* Add Up and Down traits for use by ladders and chasms
* Give map_config creation its own proc
* Combine LoadConfig and ValidateJSON and remove transition_config
* Make space linkage a z-level trait
* Remove ZLEVEL_EMPTY_SPACE
* Update uses of GetFullMapPath
* Handle multi-Z stations and load Lavaland and Reebe at runtime
* Remove unused space maps
* Fix inappropriate z-expansion in map reader, improve logging
* Update comments relating to z-level configuration
* Add Lavaland and Reebe to ALL_MAPS
* Refactors shuttles to be loaded in, rather than be on the station maps
- Shuttles are now loaded in by the shuttle subsystem.
You configure what shuttles are loaded in via
`/obj/configuration/shuttle_load` objects.
* Box arrivals shuttle is now imported from template
* Moves things out of the #ifdef
* Box emergency shuttle is now imported
* Box emergency shuttle is now templated
* Box ferry and whiteship now load from template
* More shuttles on Box done
* Apart from the pods, Box is now completely templated
* Delta now has all non-awkward shuttles loaded in
And Centcom..
* Removes no ops turfs, more error messages
* Fixes slightly chopped off external wall
* Massaging more shuttles into working correctly
* Debug messages are king
* Delta cargo shuttle now docks again
* First pass of Metastation shuttles
* Omegastation first pass
* Metastation now has its own shuttle
* Did most shuttles on Pubby
* Turns out Pubby arrival shuttle is slightly smaller than Box arrival
* Whoops, missed a stationary port
* TGMified the pubby arrival shuttle
* First pass, box is working
* All stations now have roundstart_template and no configuration objects
* Removes roundstart_move
* Why do we even have these unused keys
* Remove unused coded vars
* removes some excessive safety checks
* Missed some Centcom cargo dock stuff
* Got it working again
* That thing that Cyberboss wanted
* Noop turfs the shuttle templates
* And template noop for the area
* Attempts to assuage travis
* Warning!
* Please love me, Travis
* RIP Remie
* Starting on the rework
* Reworks the Ark
* Work on Reebe
* More Ark stuff
* this too
* Removes ark silliness, remaps Reebe a tad
* Spawning mechanics
* Work on gamemode code
* Finishes up ark stuff
* Removes Judgement, and lots of other changes
* New Ark activation sounds, Ratvar text
* Spawn protection!
* Adds the abscondence bijou
* Bijou stuff
* well, this is it
* somewhat absentminded coder
* Remaps the Reebe z
* replica fabricators now work!
* Guide paper!
* Now they're clockwork floors
* Infirmary, tweaks, numbers
* A new thing!
* this is ok for now
* I was gonna whine but it's actually necessary
* Adds damage scaling to ocular wardens
* I missed a thing
* you can go back too
* New clockwork armor sprites
* Weapons, scripture, oh my!
* no! shoo!
* hey, I forgot about you!
* this looks much better, I'll give you that
* no teleporting into the void!
* we have no need of you anymore
* Conflicteroos
* AUTOMATIC SPINNING CHAIRS
* how many times do we have to teach you this LESSON OLD MAN
* flagged!
* last time, meesa promise
* Conflicts 1
* wood filling
* Kindle is a projectile, and other stuff
* Chameleon jumpsuit, some small changes
* 150 hours of testing
* Curious is the trapmaker's art
* Conflicts 1
* naaah
* Fixes an ark sound
* Removes the prolonging prism
* Adds a delay to warping in
* First steps towards changing the power system
* Removes power from sigils, moves to global
* Conflicts 1
* zoom zoom
* Adds the stargazer, re-adds conversion
* conflicts? more like CLOCK-flicts
* get it? clockflicts?
* Daemon tuning
* Scraps components, 1/?
* A grace period, among other things
* You can't get to reebe from space no stop bad
* Adds some cogscarab shells to Reebe - yes, I get the sounds
* FUCK
* Chairs are very important.
* Clock golems, sound improvement, intercoms
* Sounds, floor fixes, conflicts
* Fixes the conflicts
* Prevents intercom use during non-clock rounds
* Wiki, HUD timer, tweaks, golems
* Components, removes unused structures, rep. fab power
* go-time
* Ending the round is not a good idea
* whoops, forgot about you
* ssh is ok
* this works too
* Dynamic map loading prototype
* Get the title screen working
* Fixes the random pod bugs
* map configs
* Add back the asteroid
* Ignore the rotate file
* Fix some shit
* More shit fixes
* Babby's first json
* Cyberboss confirmed shitcoder
* Makes map rotation great again
* Moves the map defines
* Delete tgstation2.dm
* Convert runtimestation
* Convert PubbyStation
* Convert OmegaStation
* Convert Metastation
* Convert Delta Station
* Lol file extensions
* Reee line endings
* Take out the trash
* Fix loadallmaps.dm
* Deltaassssssstation?
* Fix travis
* Did I ASK you to change the line endings?
* Remove votable maps
* Cleanup
* Previous config. Load configs in New. Fix splash
* Fix this
* More generic minetype
* STOP TOUCHING THE LINE ENDINGS!!!
* Add some flexibility to /obj/screen/splash
* Fix the shit
* Update gitignore
* Smooth transition from last map
* Better check
* Missed this map rotate check
* Remove these checks too
* Prep for a future request by @kevinz000
* Fix z2 line endings
* Solution for custom .dms
* Rename some things, trim some fat
* Fixes default map_config
* Remove stale comment
* Delete the previous config after loading
* Don't try to open a non-existent file
* Delete the old rotator script
* And references to it
* Line endings
* More line endings
* Del checks from when m-config may have not existed
* LINE ENDINGS
* Update the default map config
* Map load error checking for what it's worth
* Small cleanup
* For case sensitive
* File systems
* Strip maprotate stuff from build script
* Spruce up the _maps tree. Compile some empty space
* Make travis simpler
* LINEARU ENDARU!!!
* tgstation TWO!!!
* Lowercase mine type
* Dummy dm's for testmerging
* Fixes job ordering
* If ghosts wanna watch the map load so be it
* Let them know what's going on
* Fixes z-transitions
* Optimize z expansion further
* Remove this old var
* Fix wiznerd teleportation
* Rmove butt
* Does the thing
* Moved temp configs to the data dir
* Un-touch gitignore
* Forgot templates.dm
* Forgot to include the includer
* Fair enough
* SILENCE IMBECILE!
* @Cyberboss still a fuckboi
* Speed things up a bit
* Fix a potential bug with the error message
* Whatever