* as shrimple as that
* Update _maps/skyrat/automapper/automapper_config.toml
* Update automapper_config.toml
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
* Update VoidRaptor.dmm
* Update VoidRaptor.dmm
* Fixed the public console orientation
Turned the cryogenic oversight console in the public cryo room the right way round.
* remove the bad
* add
* oop
* oh yeah i removed those i forgor
* add the icon files (not yet done tho)
* remove more obsolescence
* wait not this PR
* remove vic coats (use Buttondown Shirt)
* stupid repathing...
* GREYSCALE GREYSCALE GREYSCA
* last minute tweaks
* hh
* mfw tg obj has dir
* Remove Poly sweater while I'm here bc I hate it
/obj/item/clothing/under/sweater has replaced it
* fix the broken item
* not actually worth keeping - we can always re-add them later
they didnt even see use ingame anyways
* Can be essentially recreated with TG's gags pants, plus feels bloat-y
* fixes a dress on digi (its over-extravagant enough to be a costume)
* to-do notes
* remove the unused items (also something missed last commit
* Fucking Blueshift.
* wargame holosign projectors part 1
* projectors and holograms set up
* yuh
* adds a few basic hologram sprites, more to follow when I think of them
* that's nearly done
* finishes it fr I think
* can't forget the holodeck
* damnit
* ok I SWEAR this is it
* emissive holograms, these are made of light or something after all!
* actually just gives the kit a full dice bag instead of a single d20
* a few things
* length
* makes the projection radial list generated on init instead of eveyr time
* Remove duplicate newscaster in the Delta kitchen and move the APC (#70007)
Removes a duplicate newscaster in the delta kitchen. In order to keep the symmetry looking nice I also moved the APC from the back wall of the kitchen into the storage area to the north.
* Remove duplicate newscaster in the Delta kitchen and move the APC
Co-authored-by: VexingRaven <msgerbs@users.noreply.github.com>
* Removes a random stack of glass embedded inside of the rocks of Tramstation
* merge conflicts my beloathed
Co-authored-by: Rhials <Datguy33456@gmail.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* I copied a patch of grass and pasted it over chemistry and NOBODY WILL EVER KNOW
* autolathe is back
* i lied i wasn't too lazy to remove all the radios
* Update wardrobes.dm
* cleans up areas
* botanist locker with radio is gone
it also had a radio, the important items in the locker are in the vendor or on the table, or in the new closet in that space.
* dont look at the branch name
* removes the rechargeable attachment from cargo, fixes a desc
* its a two handed weapon y'all
* its a tradeoff, not a flat upgrade
* copypaste naming my beloved
* unless its admin or has big downsides, everything should be a sidegrade
* reorders the messages
* a whole bunch of realizing these modules dont mean anything anymore
* we dont need ammo pouches since we dont reload these anymore
* i forgor a few
* some fixes to make self charging usable
* indentation fixes, this is also a constantly running fusion reaction
* damnit i forgor
* Connects MetaStation Engineering to Distro. (#69870)
* adds Layer 4 between engine and engine break
connects upper engineering and engineering breakroom
* adds a missing cable to starbord aft solars
adds a missing cable under the smes in starboard aft solars
* Connects MetaStation Engineering to Distro.
Co-authored-by: Dmeto <75919495+Dmeto@users.noreply.github.com>
* Icebox security camera cleanup (#69859)
A general cleanup and QoL changes to the Icebox security camera network, brought to you by a floating camera in front of Brig Access Checkpoint.
Full list of changes
groups up Solars Maintenance cameras, as well as change them to use cardinal directions instead of ship directions (North-South etc.)
fixes a floating camera in Fore Hallway
replaces several autoname cameras that were ambiguous with their numeration (HFR Room and the connected rooms are the main villain here)
since I'm here, removes a stray light fixture in HFR Room
replaces numeration/ship directions in cameras with cardinal directions (i.e. Starboard Hallway 1-5 -> West - East)
groups up a bunch of rooms that were disconnected from their department camera blob (Medbay & Pharmacy, Atmospherics & Incinerator Room, RnD & Circuits Lab)
bunch of Service cameras changes, mainly for spacing; Botany and Service Hallway changed from Top/Bottom to Upper/Lower
groups up Research Division to actually use a single group instead of being all over the place with Research, RnD or no group
adds a Cargo Bay South camera to plug empty space + have a counterpart to Cargo Bay North camera
Atmospherics main room cameras now have a - before cardinal directions identificators to bunch them up together
AI Upload To Uppercase Because ai_upload Is Just Bad
removes several excessive cameras (i.e. Courtroom)
fixes Permabrig having two of Chapel and Meditation cameras (although having a Cold Room camera named Chapel is funny, it makes the console ignore the actual Permabrig Chapel)
adds several missing c_tag values to several cameras
adds an Interrogation Monitor outside of Interrogation so you can access the sole camera there
tweaks several cameras' network values for more coherent console listings (why was Public Mining Storage in the minisat network?)
changes some instances of Entrance to Access
QoL, fixing things that aren't supposed to float, easier camera console management. Preventing excessive loss of sanity during camera console use.
* Icebox security camera cleanup
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Adds a rack of Syndicate-branded souvenirs to the kidnapping holding area, including a new t-shirt
Co-authored-by: skylord-a52 <skylord-a52@users.noreply.github.com>
* Stay Humble... (removes Humble captain uniform - read desc)
TGs resprite of the uniforms led to the Humble uniform's obsolescence - it was meant to be a not-coated-in-gold-stripes suit, which the new one no longer has. Plus, the sprite was apparently made with so many colors that the palettes were incompatible, and to FULLY REDO it is way out of my skill range.
* Desc/Comment changes
* le digis and resprotes
* Adds freeform and purge modules to Tramstation (#69782)
* adds freeform module
this is supposed to be here. more info in PR.
* adds purge module
huh didnt see that the first time.
* Adds freeform and purge modules to Tramstation
Co-authored-by: SpaceSmithers <105393050+SpaceSmithers@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Replaces two airlocks on a Mafia Snow arena with glass airlocks (#69862)
Mafia Snow map now has glass external airlocks for the two top players, allowing them to see the players directly oppoiste of them
* Replaces two airlocks on a Mafia Snow arena with glass airlocks
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Metastation security camera cleanup (#69721)
An overview of the Metastation's security camera network has led me to going around and fixing several issues with camera tags and networks, removing a few excess cameras as well as changing some c_tags for more consistent grouping of certain cameras.
* Metastation security camera cleanup
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* changes holodeck crab to a holographic crab (#69850)
Properly makes the crab on the holodeck beach into a holocrab
RUDE people were butchering the poor crab for infinite crab meat
leave him alone hes nice :(
* changes holodeck crab to a holographic crab
Co-authored-by: YakumoChen <king_yoshi42@yahoo.com>
* Tramstation Modular Maintenance: Modular Maps PR (#69486)
This is the modular maps portion of the 2-part PR to remodel Tramstation's maintenance into a modular layout. #69000 is required with this to actually be seen in-game.
* Tramstation Modular Maintenance: Modular Maps PR
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
* [Icebox] Moves a vent in medbay storage I don't like (#69736)
Moves the vent here one tile north, puts a pipe under the disposal
* [Icebox] Moves a vent in medbay storage I don't like
Co-authored-by: YakumoChen <king_yoshi42@yahoo.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Fixes lacking access restrictions on Metastation Departures Security Post (#69839)
* Adds a sec access airlock helper in the arrivals security departure lounge on Metastation.
* Fixes lacking access restrictions on Metastation Departures Security Post
Co-authored-by: Sealed101 <75863639+Sealed101@users.noreply.github.com>
* Removing trailing / from several mapping regexes (#69448)
* Removing trailing / from several mapping check regexes
So we have check_grep.sh which helpfully checks for a bunch of common map mistakes, including doubled up items. This adjusts them to capture doubled up base types which might be mapped in.
* Commit before pushing next time
* Removing trailing / from several mapping regexes
* Commit
Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com>
Co-authored-by: John Doe <gamingskeleton3@gmail.com>
* Fixes the orientation of the left and right end of corporate sofas when facing North (#69594)
Now, when facing North, when you place the left end of a corporate sofa, it's going to point left as expected. Same for the right.
I had to scratch the UpdatePaths script, because it was a circular script and that was apparently not something that's supported. So, instead, I used the following RegEx manually, and just took the like minute it took to manually replace all of the lefts with rights and vice-versa that came up from that search:
/obj/structure/chair/sofa/corp/(left|right)\{
dir = 1
\},
For downstreams, just keep in mind that you'll have to make sure you only apply the change to map files that are your own, and not to the maps that are made by /tg/ (unless you added some north sofas directly to the files yourself). If you're not sure whether you've done it right or not, just open the map in SDMM, after compiling the PR locally, and you'll be able to see whether it worked or not.
* Fixes the orientation of the left and right end of corporate sofas when facing North
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Add air alarm and atmos machinery to kilo server room + meta tcommsat air alarm pixel shift (#69589)
Replaces the intercom in the Kilo Research Department Server Room with an Air Alarm and adds a vent and scrubber. Also removes the air alarm from the server/cold side of the room which was going off constantly and making atmos techs mad.
Also, I shifted the tcommsat air alarm on metastation 2 pixels to the left because it didn't match the rest of the air alarms. Yes, really.
* Add air alarm and atmos machinery to kilo server room + meta tcommsat air alarm pixel shift
Co-authored-by: msgerbs <msgerbs@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Improves sleeper code and makes syndie sleepers deconstructable (#69457)
* Improves sleeper code and makes syndie sleepers deconstructable
* Improves regular Sleeper code by a lot considering last time they were touched was years ago, removes the entirely unused sleep_console, and lets Syndicate sleepers get deconstructed regardless of mapload.
* Also finally lowercases the dm file.
* watch this swag
* no clue if this will work but I'm gonna try before renaming
* rename, and removal of syndie sleepers
Removes syndicate sleepers from non-syndicate maps. Now they only exist in the infiltrator, battlecruiser, and syndicate lavaland base.
* small mistake on snowdin
* re-replaces sleepers with proper ones
* review comments
* i mixed it up with chem_buttons
* Update code/game/machinery/sleepers.dm
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Update code/game/machinery/sleepers.dm
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Improves sleeper code and makes syndie sleepers deconstructable
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Seth Scherer <supernovaa41@ gmx.com>
* Bar shuttle bar stools now face the bar (#69761)
The stools were facing in the opposite direction to the bar, this PR flips them around
* Bar shuttle bar stools now face the bar
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>
* Revert "Fixes some access issues in the Lavaland base" (#69760)
* Revert "Fixes some access issues in the Lavaland base (#69738)"
This reverts commit a2682d1089.
* renames mining and mining eva
Mining is now Mining Dock
Mining EVA is now Mining Outpost
* Revert "Fixes some access issues in the Lavaland base"
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Fixes some access issues in the Lavaland base (#69738)
Basically every single airlock in this image were using mining_station access, for those that don't know is that despite the name, it shouldn't be used all around the mining station as its real dumb name is Mining EVA which isn't reflected by the access helper.
tgstation/code/controllers/subsystem/id_access.dm
Line 300 in 259c72a
desc_by_access["[ACCESS_MINING_STATION]"] = "Mining EVA"
So even if you got mining access you wouldn't actually be able to access the proper mining station which is quite bad, this PR replaces all Mining EVA accesses with regular Mining access minus for the one airlock that actually leads to Mining EVA.
* Fixes some access issues in the Lavaland base
Co-authored-by: Pepsilawn <reisenrui@gmail.com>
* ADDITIONS
* Additions with icons now
* obsolete removal and replacement
* moves next step items, leaves myself notes on the last few cleanup stuff
* dress additions
* pants fixing
* skirtfixes
* yet more fixe
* Add flag reminder
* easier to locate comments
* rename files and add new digi greyscales
* jsonery
* gags shortdress
* god ddanit sitsfuc
* colore
* strapless fixe
* conflict fix and adding new stufs
* Better Cableknit
* pentatata
* these go into the pants PR
* add ADDITION to comments
* consistent spacing in comments
* lame useless comments goodbye! goodbye!
* Greyscale file as Defines
* i love snake_case :) (This isnt ironic I do I just forgot it earlier)
* oops ctrl-f doesnt change filenames
* damn you blueshift damn you!!
* fix that pesky runtime
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* [MDB Ignore] Fixes some APCs, some cameras on Delta (#69630)
Wires engineering to the grid from the maintenance door.
Wires the library apc correctly
Nudges some wall mounts in the sec hallway
Fixes missing cameras in the armory
Moved the engineering fax machine
* [MDB Ignore] Fixes some APCs, some cameras on Delta
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
* adds structure spawners for electrified grilles, adds greps for some fulltile window spawners (#69528)
* adds structure spawner for electrified grilles
* sdmm key cleanup
* adds structure spawners for electrified grilles, adds greps for some fulltile window spawners
* should fix blueshift lints lets see
* should resolve most if not all of the others
* damn you skyrat map reset
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Police hats are now hats instead of helmets. (#69643)
* Fixes police hats covering your hair.
Makes police hats a subtype of Warden's hats, so they still are security-level armor, without covering your hair like helmets do.
This was gone unnoticed because the item is very limited in-game.
I also renamed the gravity generator updatepaths because it's been inconsistent with the rest of the updatepaths for a while now.
* renames updatepaths
* Update tools/UpdatePaths/Scripts/69643_police_hat.txt
Co-authored-by: san7890 <the@ san7890.com>
* moves the hat to warden's, removes icon state
Turns out the icon state is shared between both hats, so the only real difference is name and description...
Co-authored-by: san7890 <the@ san7890.com>
* Police hats are now hats instead of helmets.
* Update head.dm
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Touches up the tram whiteship (#69588)
Splits bridge and crew quarters areas, the central room is under bridge area and there's an APC in the cap's quarters
It names all the doors appropriately, except for the front module one (I have no idea what to call that).
Adds lattices so the thindows don't vanish into thin fucking air, alongside the railings.
Replaces the large engines with 4 regular engines to avoid shuttle rotation fuckery, keep those things on the Starfury people
Removes the large firelocks from inter-module doors and all windows to prevent THIS from happening every round
* Touches up the tram whiteship
Co-authored-by: Addust <80979251+Addust@users.noreply.github.com>
* [MDB IGNORE] APC controller and Power Monitor/AmpCheck fixes, aka How do I write PR titles (#69146)
About The Pull Request
bgug fix stuff
APC controller UI has its elements section'ed off. The backend has been redone to make the behaviour of the APC controller a bit less janky. The console should be more stable, and all the soul has been removed from the code and the UI.
before this PR stales out from nobody wanting to review my pr, I should probably outline what exactly changed:
APC controller consoles have had their APC code almost entirely reworked. They no longer have to hold a reference to the person using the controller currently, and APCs themselves no longer hold a reference to the controller, instead to the person directly. A lot of code was moved to APC themselves to make it a lot more stable.
APC controller used to call toggle_breaker without passing args, causing a runtime. Fixed in
Fixes the power flow control console not actually being able to toggle breakers #69343
APC controller UI has had the Window.Content tags moved up to the top component, and a lot has been sectioned off to make the UI more sane.
AmpCheck used to look for a wire on it's turf, or as a fallback look for the Area APC. A check to see if the APC has a terminal did so on a weakref, causing a runtime and preventing the program from ever finding a valid APC in it's area, making it show nothing. This has been fixed. On the other hand, the power monitor console did not store the ground wire or APC terminal as a weakref, this has been updated. As a fallback, if there are still no APCs in the powernet, the UI will show a dimmer popup.
There was a "secret" power monitor variation in code so PDAs could not access monitors in hidden places. With the removal of PDAs, this control console is useless.
Why It's Good For The Game
Tiny bit of (much needed) polish on some useful tools in the engineering department.
Changelog
cl
fix: Fixed runtime when using AmpCheck without connecting the console with a wire.
fix: Fixed a few runtimes that could occur when using APC controller consoles.
qol: Sucked soul out of APC controller code and UI.
del: Removed "secret" power monitor console.
/cl
* [MDB IGNORE] APC controller and Power Monitor/AmpCheck fixes, aka How do I write PR titles
* update paths
Co-authored-by: distributivgesetz <distributivgesetz93@gmail.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
* Moves Clashing APC in Engineering Hallway on MetaStation (#69552)
Hey there,
I coulda swore I fixed this a few months ago, but it seems to have returned. Let's just move it again.
* Moves Clashing APC in Engineering Hallway on MetaStation
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
* Buff regular windows more and place them on Metastation (#69246)
The feedback on the previous version of this PR made me realize that the windows weren't buffed enough to be seen as actual companions to regular walls. This PR buffs the windows to the level that the old reinforced windows were. They have 50 melee armor, take 14 hits to destroy and deconstruction consists of screwdriver -> crowbar -> screwdriver
This pull request changes all reinforced windows in low security areas on Metasation with regular windows.
Areas with normal walls that still have reinforced windows:
Arrivals
Departures
Security stations
Because the regular windows are buffed so much in this PR they are arguably stronger than the regular walls (its easier to smash the windows, but the walls take less tool time) so I don't really see any reason to not place this on almost every place with regular walls
* Buff regular windows more and place them on Metastation
Co-authored-by: Vincent <CPTANT@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
* [MDB IGNORE] Fix High Capacity APC Inheritance (#69526)
Doing some mapping work downstream and I noticed there were both directional and non directional high caps. Code dived to figure out which was the valid one to use and found the directional high caps were not actually inheriting the upgraded power cells do to bad name structure. Corrected inheritance structure. Updated Kilo and Icebox to use directional high caps as standard and updated several ruin and gateway missions to standard directional high caps
* [MDB IGNORE] Fix High Capacity APC Inheritance
Co-authored-by: ORCACommander <orcacommander1@gmail.com>
* Moving a fax machine in the QM's office (#69535)
Fax no longer blocks access to the card reader on the MetaStation in the QM's office.
Co-authored-by: twilightwanderer <twilightwanderer@ users.noreply.github.com>
* Moving a fax machine in the QM's office
Co-authored-by: twilightwanderer <88540658+twilightwanderer@users.noreply.github.com>
Co-authored-by: twilightwanderer <twilightwanderer@ users.noreply.github.com>
* Replaces the tram generic construction console with an aux construction console (#69493)
The aux base construction console is once again present on Tramstation
* Replaces the tram generic construction console with an aux construction console
Co-authored-by: Profakos <profakos@gmail.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>