## What's going on here
Kept you waitin huh!
This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).
If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.
Most of the rest of it is pipelining done to accommodate how icons are
cut.
## Path To Merge
Almost* all sprites and code is done at this point.
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily
This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.
Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.
Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.
## What does it look like?






## Credits
<details>
<summary>Historical Mumbojumbo</summary>
I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.
This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.
Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.
This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.
The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.
Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.
Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.
The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.
</details>
<details>
<summary>Detailed Credits</summary>
Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.
Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother
And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>
## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑
---------
Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
## About The Pull Request
In my effort to make the /icons/ folder cleaner and more intuitive
instead of having to rely on recalling names of stuff and looking them
up in code to find them for poor sods such as myself, plus in spurt of
complusion to organize stuff, here goes. I've tracked all changes in
commit descriptions. A lot still to be done, but I know these waves go
over dozens of files making things slow, so went lighter on it.
Destroyed useless impostor files taking up space and cleaned a stray
pixel on my way.
## Why It's Good For The Game
Cleaner /icons/ file means saner spriters, less time spent. Stray pixels
and impostor files (ones which are copies of actually used ones
elsewhere) are not good.
## Changelog
🆑
image: Cleaned a single stray pixel in a single frame of a bite
telegraphing accidentaly found while re-organizing the files.
/🆑
## About The Pull Request
Refactors a lot of the unused defines.
## Why It's Good For The Game
Refactors a lot of the unused defines.
## Changelog
Nothing player facing
---------
Co-authored-by: san7890 <the@san7890.com>
## About The Pull Request
Adds a corner version of the filled/warning decal.

## Why It's Good For The Game
The filled/warning decal is pretty and I wished it were easier to use in
more places but without a corner sprite corners can look weird with it
## Changelog
🆑
add: Added corner filled warning decals
/🆑
## About The Pull Request
Detaches siding code from the macro in #74171 because it wasn't doing
its job properly. I tried to fix it, but I'm not a very good coder and
opted to manually define each of the variations of siding. So this is
more of a bandaid fix than anything.
## Why It's Good For The Game
Fixes#76195, fixes#75059
Correct turf decals look better than wrong ones
look at how much nicer this corner looks now

## Changelog
🆑
image: Siding now uses the correct sprite on corners and endpieces.
/🆑
## About The Pull Request
- Rewrites the Pride Week rainbow tiles coloring into a more generic
'Holiday' tile coloring proc so that it can be used by any holiday
- Adds support for different color patterns
- Adds support for the trimline decal subtype Tramstation uses
- Adds stack types for tram tiles so that if you pull them up you can
put them back
- Fixes naming of tile decals
## Why It's Good For The Game
- The generic proc allows us to specify a different color set for each
holiday (think red white blue for July 4, or red/white/green for
Christmas)
- Players now have a way to put back tram platform tiles that have been
pulled up
- Tramstation gets colored tiles like the other maps

## Changelog
🆑 LT3
fix: Tram platform tiles now have proper stack types
refactor: Pride week tile coloring refactored into a generic holiday
decal system
spellcheck: Tile decals are no longer all named 'corner'
/🆑

oh that's sexy
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->
## About The Pull Request
Hey there, blast from the past PR format. Can you spot the issue here?

Well, I did while working on #74169, and it pissed me off. This is a
really simple pattern, and the only reason why it's just copypasted (and
prone to such errors) is because no one took the time to do it properly
like this. So, I just decided to do it while I had time today. Very
nice.
I also removed all the names because there was no point in them: in all
contexts you would be operating off the typepath, the name would never
come up. like so:

memory save? it's just un-needed anyways
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->
## Why It's Good For The Game
Silly error proofing is nice! Way easier to add new colors! No need to
ctrl+c/ctrl+v everything to death anymore! whoopie
<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
Nothing that players should fret about.
<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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## About The Pull Request
-New sprites for tram crossing signals in titanium, acting as an
extension of the railing/decals in front of the tram, acting like an
anchor for the end of the railing instead of the misaligned corner, with
a more futuristic look.
-The speed of amber/red flashing is slowed a bit from current to be less
distracting.
-Redo of the decals on the floor in front of the tram, it was leading
you into the vending machine.
-Like any tram, the yellow hazard bump floor tiles in the station.
-Moved the vending machines to be flush with the wall.

## Why It's Good For The Game
Tram TLC, looks more space station-like
## Changelog
🆑 LT3
imageadd: New railing pillar tram crossing signals.
qol: Vending machines next to the tram are now against the wall.
fix: Tramstation floor decals no longer guide you to walk into the
vending machines.
add: The tram stations now have no-slip hazard floor tiles so you don't
accidentally slip and get smacked. Feel free to still run into it
anyways, medbay has a counter now so they'll know.
/🆑
## About The Pull Request
This PR aims to add coordinates on both edges of the preset chess and
checkers (sure, why not) templates used in the holodeck feature: top row
and right column on the inner border of the board; the bottom and left,
just outside it.
## Why It's Good For The Game
This ought to help the player take advantage of the algebraic notation
if they wish to. It also adds, like, an itsy bitsy of decor to both
modules (alas, the checkers module still uses mapedited carboard cutouts
which partially cover some of the letters and numbers, but changing them
is outside the scope of this PR).
## Changelog
🆑
add: Added two sets of coordinates to the checkers and chess modules for
the holodeck.
/🆑
* Fixes halloween races.
- Fixes a race condition involve checking for holidays befores SSevents is instantiated. Now, holiday checking is done through a helper, which will ensure the holidays list is created and filled before checked.
About The Pull Request
Hey there! Didn't expect me to be back so soon? Well, that's because I had yet another project on the backburner: A Sequel to Tilening V2!
Where we last left off, we redid a huge majority of the sprites related to iron floors, but another big culprit was left untouched: Wood Floors!
So, what did I do? I asked @Krysonism for the wood tiles they've used for a majority of their Wallening mockups, and finalized their work! Behold:
image
image
image
image
As a result, I felt that as I was touching up those wood sprites, I should've addressed a few more tiles while on the way, which is when I decided upon retouching the titanium and plastitanium tiles as well!
image
image
image
image
image
Decals related to these two tile types were also changed!
Here's some highlights of it during a few test screenshots on localhost!
This PR also changes the appearance of plating, making it smoother as some people complained about the waffle pattern and I agree, it was excessive!
image
Finally, this PR very minorly adjusts a few tiles, such as the black and white tiles, diagonal, black and grey tiles, etc, as well as removing unused damaged icons, and replacing them with the better ones we have. Said unused/old icons will be dumped onto the spriting depot.
Why It's Good For The Game
A continuation of my work, as well as being the intended vision Kryson desired for the upcoming wallening project! There's still a lot to go, but its a good step in the right direction of visual progress!
Changelog
cl PositiveEntropy, Kryson
del: Removes old and unused titanium, plastitanium and plating damaged states.
imageadd: Resprites the wooden, titanium and plastitanium-related floors!
imageadd: Decals related to the resprited tiles have been adjusted accordingly.
imageadd: Updates the appearance of plating to be smoother!
/cl
Replaced the old mining outpost with a new base consisting of separate buildings on islands in the middle of lava. Added a few new areas and decorations to fill out the outpost. Changed the underfloor accessibility of lava so cables and pipes don't mysteriously disappear as they cross catwalks over lava.
The current mining station is fairly boring and dated. In addition, the general layout of the outpost was bland and uninspired, about as exciting as any other hallway. This replacement offers a new and unique take with an interesting layout and new dangers to be aware of.
The bridges between buildings are exposed to the weather, meaning you could find yourself forced to choose between waiting out a storm in an isolated building with a potentially unfriendly roommate, or running through the storm to get back to a shuttle.
Power and communications are also more vulnerable in the new base, placed in a building on the mainland where ne'er-do-wells could gain access unnoticed and sabotage them, making the mining outpost less of a safe space with little risk of anything going seriously wrong. You don't get access to these just for having mining access, better call the relevant portion of engineering to help you.
Gulag prisoners also get a few new options to keep security on their toes, with a few different options for escape routes that encourage the warden to keep an eye on their charges instead of ignoring the gulag while waiting for the prisoners to do their sentences or kill themselves.
Hey there,
Apparently, these have been broken for God-knows-how-long. I decided to fix it today. Apparently, the "snowfloor" icon isn't even in decals.dmi... nor in snow.dmi... it's in _overlays.dmi_. Whatever. Someone should clean that up one day. I don't particularly care enough, I just want it fixed.
Hey there,
This PR is a continuation of #65290. I was not aware that there was an actual use case for these, so I decided to make them as soon as I became aware of it.
image
But what are "these"? Basically, these just add two new types of decals, opposing corners. On the left, you have the current functionality (which will still remain after this PR): adding two different "tile/purple" with different dirs on the same tile to give that effect. HOWEVER, on the right, this has been flattened into one singular turf decal: "tile/purple/opposingcorners". Very cool.
In summation, instead of having multiple corners on one tile to represent the "opposing effect" (as in having one corner in the top left and one in the bottom right) with it being the same color, you now only need one of these turf decals.
Unlike the other PR, this change is not mapped in.
Why It's Good For The Game
Less map key bloat, mappers only have to click a certain tile once if they want, more versatility, etc.
Also: please let me know if I need to change the dirs around for the current sprites. I just went off what made sense to me.
Changelog
cl
imageadd: Nanotrasen has upgraded "that machine that prints all of those decals on our station tiles" to now print two corners that face opposite each other at the same time. Very cool!
/cl
* Four Corners, Red Rover: An Exploration in Decaled Trends
You there! What exactly is wrong with this photograph?!
You don't need to tell me, I've boxed it out. There's four individual corners for the decalling. This is weird. You may be asking: Why don't they use the "full tile" turf decals? Let me demonstrate.
Look at the difference between the one at left and the one in the middle. The turf decal totally smothers the nice contrast lines afforded to use by the base turf, causing it to have smooth, clammy exterior. This is probably why no mapper ever uses the full turf decal, much to the chagrin of people who stare at how big the size of this repo is.
Now, what's that on the right? Why, it's the new sprite (and pathing I made) to help counter-act this issue! This perfectly lines up with the contrast lines of the base turf, allowing us to have a non-flattened visualization, while not having four fucking turf decals a turf load upon initialization. How epic!
I've also added "contrasted" variants of the "half" and "anticorner" turf decals for future use. I probably won't go through and update this in this PR, but the opportunity remains available.
I may or not map this change across all the maps. We shall see.
* neutral corners
we love vsc
* no wait
i forgot a bunch of potential edgecases so we'll have to go back. yellow should be fine but neutral, dark, blue, and green should get a second look over
* recheck
found some stuff, probably missed out on others. let us commence forth
* MISTAKE
nearly a fucko bwoingo
* final pass
it compiles and i've had enough, someone else can probably figure it out from this point onwards
* #65230 goated my timbs
now we wait for linters to fail
* YOU DIDN'T SAY THAT THE FIRST TIME
LINTERS AAFAFAFF
## About The Pull Request
stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it
for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload

## Regex used:
procs without args, not even regex
`/Initialize()`
procs with args
`\/Initialize\((?!mapload)((.)*\w)?`
cleanup of things i didn't want to mapload:
`\/datum\/(.)*\/Initialize\(mapload`
This was a frequent request from mappers ever since trimlines were added, they work similarly to trimlines but they have different use cases and don't necessarily work together, so I am calling them sidings to avoid confusion.
Whereas trimlines are floor paint for plating, these are solid borders to be used either alongside walls, smoothing transitions between floor types or mark/split an area without having to use walls, and work with any floor type.
These are ALL greyscaled, so they're trivial to bikeshed customize and make new types for your mapping needs
- Colored (plastic/vinyl strips, standard departmental colors)
- Plating(metal, grey/white/dark)
- Wood(it's wood)
I've added them to meta's bar as a small example
Turns old mining "signs" into turf decals instead
It looks nothing like a sign, so, this just made sense.
Moved the icon from the mining survival pod walls file, to the turf decal icons file.
Replaced every instance in the maps with the new type path.
...on april fools, and adds a randomly colored tile subtype for mapping
Changelog
🆑
tweak: Due to a new clause in the Crew Satisfaction Program, the clown has been given full control over station decorations during April Fools
tweak: Added randomly colored tile decals for mapping
/🆑
I've added some new decals for making colored trims around walls,
points of interest, or color coded guiding lines for that hospital
feeling. These fit perfectly with existing tile coloring.
This new shuttle is significantly more usable than the hideous lopsided garbage
we had before. The turrets can actually fire at nuke ops and won't kill ian
anymore. It also has shields you can enable to give you extra protection from
boarders or meteors, and the bridge can thoroughly lock itself down with blast
doors to enter it, and on the windows. These turrets can also be disabled in the
bridge, if you like.
This shuttle now costs 30k, up from 15k, since it's an actually useful shuttle
now. Gotta pay for your security!
* Converts all colored plasteel tiles to turf decals.
* Removes now deprecated floor icons and paths.
* Hotfixes on three maps.
* Moves script to its own folder.
* Fixes wild west.
* Fixes holodeck
* Fixes eye rape bug.
* Fixes meta and lavaland biodome ruin having some missing textures.
* wrah wah wah waaaah
* fences, new mountain turfs, sprites, top-side finished, misc stuff
* quick fix
* cut my life into pieces, this is my last resort
* lots of work done to the underground segment, more fluff bits and topside work
* removing depreciated bits and tgm conversion
* step_off
* damn these dirty VARS
* changes n stuff
* wanna build a plasmaman?
* decals commit fix
* map detailing, loot spawns, plasma miners, cyberboss changes, plasma lava turning people into plasmamen
* tgm conversion
* new barricade sprites, final map edits before testing
* mountain wall fix
* Update snow_storm.dm
i ate too mucha pasta
* ports Aurora's floor tile color decals
* replaces aurora's decals with new ones that actually have detail, renames turf_decal/corner to turf_decal/tile
* corner > tile decal