* Gateway refactor core stuff
* Updates gateways on aways.
* Boxstation gateway & control
* Deltastation gateway & control.
* Kilo gateway & control
* Meta gateway & control.
* Pubby gateway & control.
* makes away gateways easier to use.
* Makes gateway names bit better.
* No need for two dmis
* Autolinkup & description
* Docs formatting.
* Donutstation gateway & control
* Icon and init fixups
* ui fixups
* Better var name
* Use roundstart time instead of server time.
* sets dir properly, and locks bumper to south entry only.
* Cleans up gateway sprite a bit ?
* tgui build
Cables now autoconnect on cardinal directions. All cable placement has been completely stripped out and replaced with simple single cable per tile logic.
Low effort demo: https://www.youtube.com/watch?v=fXp8s6ORWbA
Yes I am aware that cutting it is not dropping wire, that version was bugged.
Cables no longer need a knot specifically placed to link to power objects. The sprite is automatically changed to represent this.
The only exception to this logic is that on smes units, due to the terminal being next to the output, they will not link there.
On a technical powernet side, this is the same as old cables once actually placed. They still use the existing powernet system, just the placement and connection works differently.
Old cables have been turned into "pipe cleaners" for wire art purposes. they work just like the old ones, just missing all the powernet functionality, and also you can put them on top of the floor.
Why It's Good For The Game
How obnoxious cables were to both map and work with in game has been something that has annoyed me for a really long time now.
This is both easier for new players to learn, and easier for experienced players to work with.
Along with making in game much more intuitive and easier, it makes mapping much easier as well. Mad lad wjohn was able to rip out all the mapping conversion in one day because of how much faster it is to work with.
cl actioninja and wjohn
add: Cables have been completely reworked. Simple per tile connection logic, automatically connects to things above it. Think minecraft redstone.
add: Old cables have been kept as pipe cleaner. They are non-functional in terms of power, but otherwise have the same connection logic. Also can go on top of tiles.
remove: mech cable layer has been removed because it was terrible shitcode nobody used
tweak: (sort of balance) cable stack sized has been reduced to 15.
/cl
Fixed vareditted bonfires not properly igniting at round start.
Fixed vareditted pianos switching to minimoogs at round start.
Fixed some vareddited flashlights not turning on properly at round start.
Fixed all missing floor icons
Fixed bookcases at the Wild West away mission not being properly populated.
Fixes missing icon in DM for syndie playing cards.
Added support to change the burning icon of bonfires (right now there's the
normal on_fire and warm states, warm being more of a burning embers sort of
deal.)
* Converts all colored plasteel tiles to turf decals.
* Removes now deprecated floor icons and paths.
* Hotfixes on three maps.
* Moves script to its own folder.
* Fixes wild west.
* Fixes holodeck
* Fixes eye rape bug.
* Fixes meta and lavaland biodome ruin having some missing textures.
* It works, but is it worth it?
* bitfield helpers take 1
* Would this work?
* remove dangling debug code
* rebase & fixes
* vv bitfield stuff, reading
* DNM oceans of shitcode DNM
* honk
* honk2
* plonk
* rebase & fix
* Updates floors and decals as well as all relevant maps.
* Fixes centcom compilation errors
* Fixes some missing floors I did not see under blast doors whoops.
* Removes a bunch of tags reeeee
* Removes redundant icon states.
* Updates almost all maps, mostly to deal with /black being changed to /dark.
* Fixes pirate ship too.
* Let's try that again fuck
* Whoops extra area error
* Proper conflict fixes.
* Actual fixes now
* Actual fixes.
* Last couple of fixes hopefully at ninja's request.
Simple decal system to replace turf stacking and icon state duplication.
Plus simple script to help with path updates that are bit more complicated that search&replace.
Fixes caution tiles turning into space.
Fixes flipped corner decals.
Fixes gas list property whitespace on replacing.
* Make energy guns able to use burst fire.
* Changed obj/item/weapon/gun/projectile to /gun/ballistic and the name of the folder from "projectile" to "ballistic" to avoid confusion between actually projectiles and guns.
Syringe gun, energy guns and magic guns can now use burst fire.
* fixing merge conflict shit
* fixing map conflicts
* more map conflict fix
* two tiny fixes.
* tiny tweak
* fixing merge conflicts.
Moving the practice mini egun to the gun module.
Renamed nuclear.dm to energy_gun.dm
* map conflict fixes
Disc was left completely untouched. Dream was given only a single edit to keep the syndiebomb working. Meta and Bird are also both cleaned up now too. All map-specific custom z's were cleaned too.
Source of these tags is DM being stupid. When you use the "Generate instances based on icon states" option, for some ungodly reason it gives those instances a tag. Which is retarded, tags are supposed to be unique to each object.
I tried searching for legit uses of tag in code and found only a few landmarks and giving mobs a tag. In any event, setting tags on map objects is probably a really bad idea anyway.
Exact regex used to find these so you guys can check my work
; tag = "[^"]*"
#end/middle
(?<=\{)tag = "[^"]*";
#begin
\{tag = "[^"]*"\}
#solo