* Start
b
* radio sounds description of spawners
* Removes insulated turtlenecks from spawn, gives them a winter coat instead. Adds winter coats to the syndivend as well.
* merge conflict fixes
* EFT
* E
* EEE
* E
* INTO TO ORBIT
* I hate this but I'm going to ignore it.
* Seriously, fuck this.
* Update CentCom_skyrat_z2.dmm
* Update tgstation.dme
* oops
* Update positronic_alert_console.dm
* E
* gags moment
* actually removes the icons oops
* blueshift has ONE fricken skirt
* Revert "blueshift has ONE fricken skirt"
This reverts commit eac606bc389bfffb45364b91bc35820ccdaa3970.
* Modernizing Radiation -- TL;DR: Radiation is now a status effect healed by tox healing, and contamination is removed
* Fixing conflicts
* Makes it compile, yeet all the RAD armor from everywhere (thanks RegEx!)
* Removing more lingering rad armor (woo)
* Damnit powerarmors
* Bye bye rad collectors!
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Baton refactor. item/melee/baton is now a subtype of item/melee/baton (formerly classic_baton)
* EEEE
* E
* follow the fucking guidelines
* E
* Update CentCom_skyrat.dmm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Merge the Ruins module into the Mapping module
I was always confused which to use soooo now theyre just the same
* Re-mapping + Files
THIS ISNT WORKING HELPHELPHELP
* wow thats a bad typo
fun fact, missing a single / can keep all ruins from spawning :)
* Ruins atmos + adds
There's probably a better way to do this. I'll probably have to revert the atmos things with this. Oh well.
* fixefixe
hngh
* fix that little pre-spawned ruin
hnngh
* fixes that pre-spawned ruin
hnngh OCD
* Delete quicksand.dmi
whoops
* Apply suggestions from code review
Co-authored-by: Tom <tomforde4@gmail.com>
* makes var-edited turfs into subtypes
i fucking hate it
* adds whiteship LZ (hopefully they all fit?)
* RENAMES ANY CODE MENTION TO "ROCKPLANET" FROM "ASTEROID"
Fixes having to differentiate between Asteroid(Mining planet) and Asteroid(Space object)
* rocklblnbglb
mapp p
* renames asteroid.txt to rockplanet.txt in config
* "sorts" files in the mapping module
while I'm here im gonna tidy it up ok
* fixes map conflicts
* missed a bit
* few gulag tweaks
hehe
* fix random space tile/area fuckery/aaaaaaa
* move mobs stuff about/rename/prep for The Lost
* pretty stuff.,.,.,
MY METAL POLES ARE HERE POG
* lz lz lz
* shower fix ree
Co-authored-by: Tom <tomforde4@gmail.com>
* ARBORLINK vault tango addition
* quick name fix to paper.
* arggggh shouldn't always place
* casually pumping out commit fixes
* turret changes and shtuff
* minor turret adjustments
* lights up turrets so you don't die from darkness
* you dare question my pr, skyrat bot?
* ok turns out it WAS a merge conflict
* i can have no merge conflict? just a little?
* Adds Spaceship turfs (First iteration)
* Moves VG decals icons into turf/decals
* GPS Computer
Literally the survival pod one re-textured to work with any wall. Good for ruins
* Fluff/machinery
just read the fluff file ffs
* Hardspace Maps
yes they're based on HS:SB. They turned out well ok
* these arent even complete but im commiting
* hbg
* New sound for AI node, wall fixes
* pre-loaded tape go brrrr
poggers
* tweaks ai node values + ghostship loot
hh
* remove two unused files, move salvagepost ID
* craftable spaceship walls (hopefully) and le cool pre-recorded tape
* properly makes spaceshipshiz craftable/placeable
* adds totally-cool sprites for the spaceship stacks :)
they arent codersprites i worked hard on them :)
* salvagepost loot and anchoring
* adds juicy ai node sprite
thamk u hay, sorry i couldnt use the big icon im not good coder :(
* replace on-turf lattices with the decal version
* oops adds the gps computer to the generic spaceruin signal
* introducing a new shuttle ruin, "SHUTTLE 8532."
fun loot. mild challenge. minor engineering issues.
* code-y wode-y update.
* UGH.
* hopefully makes linters happy. also exports as .tgm.
* slight adjustment to front turrets.
that'll show 'em for acting up and doing.. weird shit.
* anchors death ripley wreckage because i totally forgot to.
* changes up the loot game. hopefully less gamer.
* adjusts lighting, adjusts enemy amount and spawns.
aw shucks pardner, we're all outta time!
* oh god. makes the new enemy spawns actually capable of space-habitation.
https://media.discordapp.net/attachments/640744619302453316/854982761013968927/unknown.png no no no no no
* scenery changes, moving the switchblade.
* new areas for the ruin, blacklist update, about ready!
* halves the amount of turrets to make players less in sheer pain.
* small fix to lighting so you don't die to practically invisible turrets
* privateer 1? Who knows.
* shutters to windows
* Linters is moaning about area path?
* Update slaver_syndie.dmm
* Backpacks are too heavy!
* Oops! Forgot AI wire helpers for the rest of the doors.
* Tiny fan in airlock.
* Emptying the Captain's backpack into the map.
It won't pass sanity tests otherwise.
* Catwalks are now above cables and piping.
* Revert map changes
* Revert oldstation change
* merge type
* Reimplements the cable check, but for space tiles only