Had to touch a lot of maps because their directions were wrong in the icons
file, so when I changed those every map that had these needed updating. I've
added a script called cornersfix to mapmerge2/map_scripts for downstream
servers.
Basic multiZ mob movement procs (Observers can always move)
Open space, showing what things are below it, and everything that entails. No complex support for dynamic generation just yet.
Decide how openspace should look :/
Atoms falling through open space (NO MOB SUPPORT/DAMAGE/ANYTHING YET.)
//CANCELLED FOR ANOTHER PR - [ ] Being able to see upwards? Downwards is going to be handled by open space.
MultiZ tile atmospherics - EDIT: Working demo! https://puu.sh/B7mUs/3f6274740f.mp4
Bugtest the heck out of this trainwreck.
* 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.
I added an examine message to the ore silo:
[src] can be linked to techfabs, circuit printers and protolathes with a
multitool.
Also added it to runtimestation, which required me to expand the area a little.
* Fix premapped atmos machines turning on automatically when re-wrenched
* Move on and open variables up to atmospherics base
* Update maps for valve var change
* Rename valve/open to valve/on, add valve/digital/on
* Adds VR Snowdin and Syndicate Trainer
* Replace var edit
* I did forget to add a few
* Adds one full outfit spawn
* internals too
* closet
* Extends same Z level check to monitor and emping
* restricted uplinks
* camera bug fixes
don't talk about the bees
outfit changes
More items
outfit fix
* Adds vr sleepers to runtime station
* More mapping fixes
* Adds telecomms to taunt your enemies
* More restrictions
* Some fixes
* badabing
* More fixes
* emag related changes
* forgot the ract
* Additions
* griff resistance mode
* minor changes
* Removes old centcom away map
* Pushes you out of VR if you try to ghost
* this is :b:roke
* this shit is not :b:roke
* as requested
* move door_assembly types to new door_assembly_types.dm
fixed some stupid airlock varedits
made glass airlocks a subtype of their solid variant
* examine door assembly to see what name is set
move airlock emagged description to examine()
* removed typetext and icontext vars from door assemblies, airlock painter no longer works on door assemblies
removed 'anchored = TRUE, state = 1' copypasta from door assemblies
door assemblies update their name more regularly during construction
added new airlock types to airlock painter on airlocks, and to the RCD
airlock assemblies built with metal are now in a list, you can build many more airlocks
vault door assemblies can be built with 4 plasteel
added a solid version of station2 airlocks, renamed to "public airlock"
glass and mineral sheets are now able to be welded out of door assemblies
* find n replace airlock/glass to airlock/glass_public in maps
door_assembly_glass to door_assembly_public
* made highsec airlocks built with 6 plasteel, removed from RCD and airlock painter
vault doors built with 8 plasteel
removed redundant vars in airlock_types.dm
reverts the dumb rglass 'replacement' addition in door assembly construction
* moved airlock assembly defines to construction defines file
fixed incorrectly named shuttle airlock glass_closed and maint panel protected closed overlays
improved examination message for glass/minerals present in assembly
* airlocks take their dir from the assembly when built from assembly
removed "vertical" variant of survival pod airlock, unneeded
survival pod airlock assembly can have glass applied
solid and glass overlays for survival pod airlocks
* OOPs some airlocks, removes a duplicate door assembly, removes some var edits on maps for a new glass type
* turn copied door assembly code into a proc
some feedback during door assembly construction
door assembly created airlock takes name from base_name if no custom name
moved plasma airlock proc to airlock_types.dm
* Updates floors and decals as well as all relevant maps.
* Fixes centcom compilation errors
* Fixes some missing floors I did not see under blast doors whoops.
* Removes a bunch of tags reeeee
* Removes redundant icon states.
* Updates almost all maps, mostly to deal with /black being changed to /dark.
* Fixes pirate ship too.
* Let's try that again fuck
* Whoops extra area error
* Proper conflict fixes.
* Actual fixes now
* Actual fixes.
* Last couple of fixes hopefully at ninja's request.
* Fix pixel offsets on cables on all maps
* Remove d1/d2 from cables on all maps
The Initialize() on cables already sets d1 and d2 based on icon_state so
these varedits don't actually accomplish anything.
Two new items, one brand new, the other an RCD that works at range without any other bells and whistles.
The RLD allows you to create floor and wall lighting along with temporary (they use fuel like flares) glowsticks at range. It can also deconstruct lights. The best part of this feature (besides the visual "ammo" updating icons) is the ability to select absolutely any color you desire.
🆑 Robustin
add: Ranged RCD added to the game
add: Rapid Lighting Device (also ranged) has been added. It can create wall, floor, and temporary lights of any color you desire.
/🆑
* Cut out an unecessary locate call
* Remove an unecessary var
* Add an appropriate warning
* Move the CHECK_TICK to a more sensible place
* Change the default turf to /turf/open/space/basic
* Skip loading default turfs
* No need for CreateSpace anymore
* Improve the comment