* uhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh
* upper staircases, lots of upper floor work
* railings
* ai sat rework, exterior decals
* ass ass ASS ASS fuckin ASSSSS
* oh my god its full of stairs
* forgot a file oop
* railing fix on multiz test, upper atmos, external space dust deterrents
* both-way rail climbing, maint work, 2nd story atmos desk, pipe/wiring/ allow floating over openspace and moving up-down openspace in nograv, trailing ends
* go NORTHWESSSST
* maint work, hull work, gamer time
* upper security, more maint work, eva catwalks, less retarded railings, hiding signs from openspace, elevators suck, wire/pipe work
* more maint work, decal work on 1st floor, called my parents they appreciated it
* multiz test shit
* maint work, hallway work, botany work
* removed cloning, turned into general treatment, added small temp corpse storage next to treatment
* eduititititit
* gamers
* openspace fixes
* os over os fix
* prison rework, hallway work, pr prep
* mapmerge + remove pixel 0s
* bad area and more railings, newline
* unnecessary vis flags and unused computer console
* public mining dock
* oops lol
Co-authored-by: Dennok <Deneles@yandex.ru>
* openspace fixes
* os over os fix
* 512 plugs
* up
* up up
* up up up
* drop 512
* drop 512 in obj
* drop 512 in turf
* drop 512 in mob p1
* drop 512 in mob p2
* drop 512 in openspace
* one backdrop to rule all
* Cleans shit up, adds some upper limits on zap count, makes explosions less commen. Need to fix apc issue before
I test how it plays
* Mood, buffs and nerfs tesla
* Cherry-Picking
* eyyo
* back to basics
* aight
* broooooooooooooooooo
* adds else
* range
* fixes shit
* Sure
* Cleans shit up
* Fixes prob issue
* Gee I like this spooky guy
* I swear to god if prob picks just makes a list I am gonna blow a gasket
* Startwork
* "Arcane: Everything works up until the export datum bullshit"
* I got up to "Split Profit" in "sell object"
* This is when I switched over to components and it STILL doesn't work
* alright stopwork for the 'night'
* So this is the version that crashes
* One step further in my descent to madness.
* Alright, this should be working (Minus maybe profit_split)
* Alright splitting up custom sales splits is broken right now.
* Profit split works now.
* Alright what the hell is going on here.
* Revert "Alright what the hell is going on here."
This reverts commit 6cb3b6eb56ea45ede3496bbe219ca18302c806e2.
* Oh wait, I can do commit messages through VSC?
* Adds a quick little box with all the shipping supplies you'll ever want, unwrapping signal
* Added shipping box to all maps and the service/cargo lathes.
* Fuck you mapmerge hook you ain't shit
* Alright, yet another take of making it get rid of the pricetag
* [3:43 PM] oranges: anturk is smart (This is true)
* Tested, cleaned up component procs, and limits signals sent a bit.
* Whoops
* Other comments from Ninja over discord
* Left in a comment line.
* Fixes the issue with ind. barcodes, adds examine.
* Well thank GOD the children wern't there to see it
* Adds a do_after to prevent accidents.
* Fixes merge conflicts
* Fixes merge conflict. Twice in one day.
* Fixes merge conflict.
* one tiny bit of documentation
* Travis play nice.
* Splits anomaly cores into separate versions
* Converts the wormhole projector to require a bluespace core.
* Cleaned up a few lines
* Fixed small bug issues
* The gravity gun now requires a grav core. Increased weight of some anomalies.
* Enables high-intensity grav anomaly
* Fixing minor issues
Restores canvases showing up their content on the map.
This only gets updated on finalizing/naming the painting.
Adds persistent paintings, set persistence_id on sign/painting on your map to use it.
Bumps rustg up to 4.3