* Initial burst of languages
* Scratchings of beginnings
* Code review I
* Compilation!
* You can now understand your own speech
* Fixes whispering
* Gets typecaches working again
* Remie's `PASS`ing
* Back to pass() to stop the compiler whining
* Why can't drones check their languages
* Everyone speaks how they should
* Removes world string debug stuff
* Currently failing to massage radio code into working
* The radio transmits the languages!
* ,0 to talk common
* Replaces speech wheel with language menu
* Observers can speak all languages
* pAIs now speak languages FOREVER
* New action button for language menu
* pAIs have an action button to open their language menu
* AIs can talk and all that
* AIs have a language menu button
* Fixes supermatter making strange noises
* Fixes AI holopads
* Fixes request consoles
* Fixes bots making strange sounds
* Meaningless MMI change
* Some caching of datums
* Brains in MMIs speak common
* Ratvarian AIs can only speak Ratvarian
* Tables can speak common, apparently
* Removes var in args
* Fixes the (AI Eye) problem
Thanks to Shadowmobile for their help with this one.
* Fixes tape recorders
* Fixes humans being able to speak in languages they did not know
* Adds some new posibrain names
Honk.
* The voice analyzer replies in the language you spoke to it
* Gives swarmers only swarmer language
* `initial_languages` var.
* OMNITONGUE, clockwork restrictions
* Fixes barmaid and bardrone language abilities
* Code review I
* Omnitongue correction
* Code review II
* Removes force_compose var
The influenceSin() proc already adds the player to the list of people
who are sintouched. Alas, the secret doublesin technique is nomore.
No known issue reports.
The mob add_log helper has been improved to be more readable and do less
work over and over
Disarms now log the item they disarmed if applicable
Some found old code was chopped out and improved
The AI may now deploy to cyborgs prepared as AI shells. The module to do this may be research in the exosuit fabricator. Simply slot the module into a completed cyborg frame as with an MMI, or into a playerless (with no ckey) cyborg.
* new sprite and """hitbox"""
* new overlay glass cover
* fixes offsets for new speeduwagon sprites
* rogue white line and steering wheel
* MISSING pxl
* Mob Initialization
* new_player Repath
* Fix the dme
* Fix the shit
* Fix a loc
* Fix another loc
* But, in my haste, I forgot the cola!
* Another loc
* ANOTHER LOC
* Further docs
* Where'd that s come from
* Fix shit
* Better
robustin is more intrested in pointing out how much he tests rather than fixes honk also i would give it a 1% chance to always be cutsier but i am LAZY
* Fixes regenerate organs runtime on simple animals
* Status display initialize
* Security records runtime (this code is bad)
* Moves record removal to destroy
* Devils made via event can no longer ascend.
Admins can control whether or not a devil may ascend via traitor panel.
* Adds logging
* Fixes#21326, Fixes#21321
* Fixes compile error, removes dead code.
* Moves logging to where it's supposed to be.
* Arch devils can now destroy walls with pitchfork.
* Fixes compile error.
* Summon dancefloor can't be used to break down walls.
* Improves disco floor wall check
* Fixes traitor panel for devils.
* refactors human attack_hand
* Fixes compile error
* Devils now respawn with clothes.
* New wizard spell: The Traps
🆑 coiax
add: Wizards now have a new spell "The Traps" in their spellbook.
Summon an array of temporary and permament hazards for your foes, but
don't fall into your own trap(s).
/🆑
Conjures some traps in an aoe, traps include Hand of God traps and
swarmer shocking traps. Hand of God traps require 60 seconds to recharge
between trapping.
I saw Cobby give this as a TC trade, and I thought it seems reasonable
as a silly wizard spell.
* Added The Traps to spellbook, modifed trap code more
* Adds action icon for The Traps
* Need to be adjacent to disarm
* Invocation is now Latin for "BEWARE THE TRAPS"
* Revert "Until I figure out why random keys aren't being transferred"
* Fixes cyborgs not getting their key at roundstart
* Fixes mimes not getting the prefs name
* Fixes clowns not getting prefs names
* Sets the round start timer when it actually starts
* Remove fluff CHECK_TICKs
* Moves siliconization to the jobs module
* Yeah whatever
* Fixes AIization
* HNNNNGHHHH WHY IS THIS UP HERE?
* Fix cyborgs not linking to AI
* 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
* Some CTF changes
🆑 coiax
add: CTF players start with their helmet toggled off, better to see the
whites of their opponents eyes. Very briefly.
fix: Existing CTF barricades are repaired between rounds, and deploy
instantly when replaced.
tweak: Healing non-critical CTF damage is faster. Remember though, if
you drop into crit, YOU DIE.
add: Admin ghosts can just click directly on the CTF controller to
enable them, in addition to using the Secrets panel.
/🆑
- @Cyberboss also look at all my New->Initialize conversions.
* Procifies toggle_ctf
* Whoops, two procs with the same name
* Adds new escape shuttle.
* Changes shuttle docks slightly to allow for longer ship docking.
* Replaces step with pixel
* Fixes areas
* uses map merger on pubby (Forgot)
* BATTLECRUISER MODE
* dammit step_ why do you exist
* Increases cost of shuttle
* Removes pointless anomaly check
* Fixes door to space on omegastation
* PLASMA
* Makes turrets more robust.
* Adds some windows. FINISHED!