* 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
This fixes#25479 plus a runtime that happens when you observe a mob whose player has ghosted that results in a comically incorrect HUD for the observer.
HUDs are a fucking mess still to the surprise of nobody
* 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
* Additional deadchat fixes
Fixes#25008.
- People who are dead but not observers can hear deadchat.
- Follow links will try to follow first, then attempt a turf jump,
rather than always doing the turf jump.
- By using coordinates rather than /ref it'll stop the malformed (F)
links to jump to the turfs.
* text2num is my friend
* Highlight docking ports in TESTING
* Buckle arrivals to their seats
* Fixes shuttle/Initialize not calling the base
* Arrivals docking
* Use forceMove so the shuttle effect starts
* Forgot this check
* Fixes
* Needful
* Fix this shit
* Line endings?
* Double check, fix sound
* Remove empty if
* Fucking lists
* Fix parallax and ghosts
* Ghost fix
* GHOST
* Fix shit
* Fix parallax + config
* I lied slightly
* Hyperspace sound refactor
* Finish fixing the maps + doors
* Fix the sound not playing
* Consoles + area fix
* Updates default config
* Fix line endings
* Safety checks
* Damage checks
* This should be down here
* Clean some stuff up
* Fix a few things on Delta and Omega
* Delete the useless air alarm on Pubby's shuttle
* Fixes#24727
* Always the fucking line endings
* Fix this negative check
* LINE ENDINGS!!!!!
* Revert to master
* Redo the changes
* Fix the sound not repeating
* Readds the shuttle door
* Fix people disabling latejoins
* Wizards can now Summon Ghosts
🆑 coiax
add: Wizards can now use their magic to make ghosts visible to haunt
the crew, and possibly attempt to betray the wizard.
/🆑
- Summon Ghosts, makes ghosts visible for the rest of the round.
- Modifies the Summon Events G-g-ghosts! event to also use the same
mechanism of making all ghosts visible.
- New global var `observer_default_invisibility`, which all ghosts load
their invisibility from when created. You need this because ghosts get
destroyed and created every time you exit and reenter a body. Modified
the spectral sword to use this, instead of initial().
- Pros for wizards to summon ghosts: It's spooky, and distracts the
crew, they get to see the ghosts come out of the dead people they just
murdered.
- Downsides of wizards to summon ghosts: They'll be always obvious when
etheraling around, they can't really stealth, ghosts will do their best
to upset the wizard's plans.
- If you were playing to WIN as a wizard, you probably wouldn't summon
ghosts. But you wouldn't summon guns or magic either.
* Makes it buyable
* Deathrattles also give a turf link
🆑 coiax
add: When someone dies, there will be a (T) link to jump to the turf
where they died, on the offchance they died in a manner that left no
body.
/🆑
Supermatter disintegrations, singularity eatings, other stuff that
doesn't leave a body means that the (F) link doesn't work. But the turf
should still be there, so click on that instead.
* Jump to mob if exists, turf if not
* 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
* Overlay queuing
* Fix SS flags
* Don't copy on assignment
* Flags processing
* Fix icon_smoothing
* MSO's helper proc
* Legacy detection
* Make it work
* Fixes shitcode
* Fix the flag
* |= -> +=
* OK, how did I fuck that up?
* shitcode
* Conditional assoc queue while initializing
* Cleanup everything
* Orange meme
* This isn't perfect, but its the best byond will give us.
* forgot about dir
* oh ya
* This was litterally the last thing i did last night before heading to bed
You can tell can't you?
* Fixes various shit
* Let's not ever pause
* Fix the flag
* Cleaned up some missing shit. Added image dummys
* Remove the one usage of FPRINT
* Jesus get rid of this
* added window flashing pref, added windowflashing to notify_ghosts, pollCandidates and similar procs
* disabled window flash for golem shells, ash walker eggs, drone shells and posibrains
* ignorepref var for ahelp/apm and roundstart
* Genocide of "_s", part 1: mutations
* Genocide of "_s", part 2: aliens
* Genocide of "_s", part 3: augments
* Genocide of "_s", part 4: facial overlays
* Genocide of "_s", part 5: underwear
* Genocide of "_s", part 6: uniforms
* Genocide of "_s", part 7: animal body parts
* Genocide of "_s", part 8: human body parts
* Adds back icons used by hallucinations
* Changes some icon states from "broken" to "still broken"
* Ports Space Parallax from vg/yogs
* KILL ME
* fuck shit
* fixes
* rgfkbjhkefrhjkfrejhkfds
* Parallax, part 2.
* Gotta get these defines in before remie notices!
* DAMN IT! SHE FOUND ONE!
* fixes orbits
* fix orbits take 2
* Fixes some things with parallax
* Refactors parallax shuttle animations.
* Fixes ghost vision breaking randomly
There is a fine line between not wanting to hide bugs, and just making a simple to fragile and finicky.
The fact that things keep leaving nulls in this list is showing that not supporting this edge case is making shit too finicky
* I really should check to make sure I'm remembering these proc names correctly
* Plane master handling + new chemical Rotatium
A whole system to create, store, and access screen master objects from the hud. In case anybody actually wants to do anything relevant with them. Which will probably be me but whatever.
Moves things out to some planes that make sense.
click catcher -99
game 0
lighting 15
fullscreen 18
HUD 19
above HUD 20
Rotatium is more of a demonstration than something I really really love, but it is kinda neat so here you go. It rocks the game plane and lighting planes back and forth and also does light toxin damage. The longer it effects you, the stronger the rocking gets.
No pictures right now, I'll get some later. Sorry.
* Pay no attention to the commit behind the curtain
* Updates travis to 1346, the stable version for 510 for linux
* Sleepless perfect orbits #MOGA
We bind to Moved() and use datums and lists to track the orbits, no more sleeps, no more delay.
* Adds some null checks to orbit checks
* Forget to set orbiting.
Also sets orbiters before orbiting, to avoid edge cases of deleting a list then recreating it.
* Improves orbit, adds subsystem for orbits.
Most orbit loc changes will happen on move, subsystem runs every 2 ticks to make up for when that isn't the case.
* Fixes an exploit that bypassed deadchat bans.
Adds global deadchat toggle as requested by mso.
Adds some feedback on if dead ooc was turned on or off for admins.
* Fix only
🆑 Joan
rscadd: Once the blob alert message is sent in the blob game mode, all mobs get to see how many tiles the blob has until it wins, via the Status tab.
rscdel: Removed/merged a bunch of blob chems, you probably don't care about the specifics.
tweak: The remaining blob chems should, overall, be more powerful.
tweak: Shield blobs soak brute damage less well.
tweak: Flashbangs do higher damage to blobs up close, but their damage falls off faster.
experiment: Shield blobs now cost 15 resources to make instead of 10. Node blobs now cost 50 resources to make instead of 60.
experiment: Expanding/attacking now costs 4 resources instead of 5, and blobs can now ATTACK DIAGONALLY. Diagonal attacks are weaker than normal attacks, especially against cyborgs(which may be entirely immune, depending), and they remain unable to expand diagonally.
rscadd: Shield blobs no longer block atmos while under half health. Shield blobs are still immune to fire, even if they can't block atmos.
tweak: Blobs should block explosions less well.
rscadd: Blob cores and nodes are no longer immune to fire and no longer block atmos.
rscadd: Blobs can only auto-expand one tile at a time per expanding thing, and should be easier to beat back in general.
tweak: Blobbernauts now attack faster.
tweak: Blob Overminds attack mobs slower but can attack non-mobs much faster.
rscadd: Blob Overminds start with some amount of resources; in the gamemode, it's 80 divided by the number of overminds, in the event, it's 20 plus the number of active players, and otherwise, it's 60.
bugfix: You can no longer move blob cores into space, onto the mining shuttle, white ship, gulag shuttle, or solars.
bugfix: Blob rounds might be less laggy, if they were laggy?
tweak: Blobs don't heal as fast, excluding the core.
experiment: Blobs are marginally less destructive to their environment.
/🆑
Objective:
maybe possibly make blob something you can fight instead of wishing the blob didn't exist?
but also make the blob lethal enough that it can still deal with the crew if it knows what it's doing(and still lose if the crew is good instead of snowballing forever)
* Clockcult fixes and tweaks
* die but don't stay dead
* stay dead but never die
* instinct
* unreadable dark magic
* idiocy knows no bounds
* danger close
* like four fucking times faster
* superdynamics
* Observers can auto-orbit meteors; space dust event
During a meteor shower, observers can automatically orbit
threatening meteors and watch them hit the station.
Added Major Space Dust event, which is a meteor shower
containing only space dust.
Reduced chance of RNG meteor event.
Fixes bug where meteors wouldn't move when spawned.