Commit Graph

63 Commits

Author SHA1 Message Date
SkyratBot
2728bbe9a9 [MIRROR] Polishes some side sources of light and color [MDB IGNORE] (#19860)
* Polishes some side sources of light and color (#73936)

## About The Pull Request

[Circuit Floor
Polish](6b0ee98132)

Circuit floors glow! but it looks like crap cause it's dim and the
colors are washed out.
I'd like to make them look nicer. Let's make them more intense and
longer range, and change the colors over to more vivid replacements.

While I'm here, these should really use power and turn on and off based
off that.
Simple enough to do, just need to hook into a signal (and add a setter
for turf area, which cleans up other code too).

[Desklamp
Upgrade](8506b13b9c)

Desklamps look bad. They're fullwhite, have a way too large
range.Crummy.
Let's lower their lightrange from 5 to 3.5, and make the ornate ones
warmer, and the more utilitarian ones cooler. The clown one can be
yellow because it's funny

I'm renaming a color define here so I'm touching more files then you'd
expect

[Brightens
Niknacks](835bae28e9)

Increases the light range of request consoles, status displays,
newscasters, and air alarms (keycard machines too, when they're awaiting
input at least)
Increases the brightness of air alarms, I think they should be on par
with apcs, should be able to tell when they're good/bad.
Increases the brightness of vending machines (I want them to light up
the tiles around them very lightly, I think it's a vibe)

Fixes a bug with ai status displays where they'd display an emissive
even if they didn't have anything on their screen, looking stupid.
This was decently easy but required a define. Looked really bad tho

## Why It's Good For The Game

Pretty

<details>
<summary>
Circuit Floors
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534470-c6eac5f5-5de6-40e9-897d-3212b8796d81.png)

![image](https://user-images.githubusercontent.com/58055496/224534477-ad412ad9-f7c4-44ae-ad75-a1a2c9bd17be.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534486-b7b408a3-546c-4f90-aa9f-0e58bf8128ad.png)

![image](https://user-images.githubusercontent.com/58055496/224534496-626458f7-ab63-429c-a5db-eae9c784d06a.png)
</details>

<details>
<summary>
Desk Lights
</summary>

Old

![image](https://user-images.githubusercontent.com/58055496/224534513-9868b0b8-bc73-4b45-b986-8445078a8653.png)

![image](https://user-images.githubusercontent.com/58055496/224534518-bbbc8c6d-b59e-4f28-a31c-6c6a7e2c2885.png)

New

![image](https://user-images.githubusercontent.com/58055496/224534529-7988f440-03be-42ef-894c-b9e77f577ae5.png)

![image](https://user-images.githubusercontent.com/58055496/224534532-c3f2c6bf-c925-4a59-a8f9-10bb955a9942.png)
</details>

The niknack changes are more minor so I'm not gonna grab photos for
them. I can if you'd like but I don't think it's necessary. Mostly a
vibes in dark spaces sorta thing

## Changelog

🆑
add: I made circuit floors brighter and more vivid.
add: Made air alarms, vending machines, newscasters, request consoles,
status displays and keycard machines slightly "brighter" (larger light
range, tho I did make air alarms a bit brighter too)
add: Tweaked desklamps. Lower range, and each type gets its own coloring
instead of just fullwhite.
fix: AI displays are no longer always emissive, they'll stop doing it if
they aren't displaying anything. Hopefully this'll look nicer
/🆑

* Polishes some side sources of light and color

* yellow

* Update dance_machine.dm

* Merge branch 'upstream-merge-73936' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-merge-73936

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-26 01:39:17 -07:00
SkyratBot
a3f22bdcb0 [MIRROR] Adds the Janitor access keyring [MDB IGNORE] (#19993)
* Adds the Janitor access keyring

* skyrat edits

* changelog

---------

Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: lessthnthree <three@lessthanthree.dk>
2023-03-20 11:11:04 -07:00
lessthanthree
382d78a0db [SEMI-MODULAR] Engineering Override Update (#19414)
engi split from 18807
2023-03-02 20:23:50 -08:00
SkyratBot
24eb8217c0 [MIRROR] Builds logic that manages turfs contained inside an area [MDB IGNORE] (#17379)
* Builds logic that manages turfs contained inside an area

* Mirror Conflict

* Modular!

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-11-16 14:42:22 -05:00
Zonespace
f7c26bbf25 515 Compat (#17465)
* ONLY SKYRAT CHANGES

* ACTUALLY SKYRAT CHANGES

* yolo, revert later

* Update alternate_byond_versions.txt

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
2022-11-15 06:59:06 +00:00
SkyratBot
9bf006d189 [MIRROR] Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) [MDB IGNORE] (#16472)
* Multiz Rework: Human Suffering Edition (Contains PLANE CUBE)

* skyrat changes

* bodyparts merge

* unres door floorlight fix

* Future upstream fix for blindness

* upcoming upstream airlock fix

* fix button emissive

* Fix FOV markings?

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
2022-10-02 23:30:09 -04:00
SkyratBot
6016cf97b4 [MIRROR] individual LOG_GAME [MDB IGNORE] (#15401)
* individual LOG_GAME

* e

* Update teleporter.dm

Co-authored-by: Mooshimi <85910816+Mooshimi@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-08-08 01:11:55 +01:00
SkyratBot
ca20cbb5a1 [MIRROR] Fixes security level alerts playing the incorrect sounds [MDB IGNORE] (#15116)
* Fixes security level alerts playing the incorrect sounds

* Fixes the merge conflict

* Slightly improves the code on our end, adds the documentation that we were now missing

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
2022-07-23 16:26:40 -04:00
Gandalf
de8807eee2 TGUI reset and removal of unticked files and ci suite update (#14677)
* Adds easy to extend custom svg font. (#57717)

Just throw in svgs into tgui/packages/tgfont/icons directory and you can use them in tgui with tg- prefix.

Co-authored-by: Style Mistake <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>

* Update build.js

* Update build.js

* Update build.js

* ew

* more??

* Update validate_dme.py

* Update validate_dme.py

* Delete explorer_gear.dm

Co-authored-by: AnturK <AnturK@users.noreply.github.com>
Co-authored-by: Style Mistake <stylemistake@gmail.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
2022-07-02 01:16:15 +01:00
SkyratBot
48ac7b572d [MIRROR] Security Level Datums [MDB IGNORE] (#14504)
* Security Level Datums

* wew

* Update security_level_datums.dm

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-06-25 02:04:50 +01:00
Zonespace
2a3d60a2a6 Mirror of tgstation/tgstation#66726 (#13383)
* [MDB IGNORE] You can have your cake and eat it too. Remake of #66406 (Splitting up areas.dmi + code related stuff) (#66726)

Areas.dmi right now houses all of our mapped turfs icons (which is roughly 400 icons). Not an issue, but it's incredibly large and clunky to navigate right now. This isn't an issue for the average coder and/or player code diving, but it is for mappers wanting to add new turfs. Currently, the file has some organization, but its still an overall mess. This PR aims to slice the behemoth with multiple .dmi files corresponding to specific areas.

I also plan to repath /area/* -> /area/station/* for station turf only. This is to clean it up, as most other turfs follow this format (that being /area/turf_zone/*).

I'm also writing an update paths file as I go along.

* fixbatch 1

* fug

Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-05-07 22:41:23 +01:00
Zonespace
15b9db3f40 weh (#13121) 2022-04-26 15:27:35 +01:00
Zonespace
349a3325ec Adds Gun Cargo (#12632)
* mega-commit

* js fix 1

* js fix 2

* documentation1

* balance?

* balance pass

* 2 -> 20 mins

* m90 increase

* thanks prophet (balance and stuff)

* more touchups

* mini correction

* cmg update

* tgui fix

* this took me too long

* permit pin removal (testing)

* price bump

* accidental commit

* ammo cheapening

* weh

* this is incredibly embarassing

* woo

* woo

* pepperballs

* permit-pins are lame anyway

* dep guards get permits

* CI fix

* model75 increase

* fix lint

* model75 removal

* Update cargo_stuff.dm

* ZONESPACE REEEEE

* not the bluie's anymore

* interdyne company fixes and stuff

* fix

* fix2

* nagant revolver removal

* threshold changes

* undo

* techshell to dynamics

* mag cost 3.5 -> 3

* dynamics 10mm auto

* ammo gens manifest

* ladon/osprey price changes

* if ixed it for you sir

* assault rifle rebalancing

* review

* Update modular_skyrat/modules/gun_cargo/code/datums/cargo_pack.dm

Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>

* Update modular_skyrat/modules/sec_haul/code/guns/guns.dm

Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>

* weh

* add disabler crates back

Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: Dragonfruits <51841793+Spc-Dragonfruits@users.noreply.github.com>
2022-04-23 17:34:08 +01:00
SkyratBot
729132a4e0 [MIRROR] Rebalanced Power consumption, increase for machines [MDB IGNORE] (#12930)
* Rebalanced Power consumption, increase for machines

* wew

Co-authored-by: Ghilker <42839747+Ghilker@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-04-20 17:07:14 +01:00
SkyratBot
9aa3c82cda [MIRROR] Makes air alarm and keycard authenticator emissive [MDB IGNORE] (#11602)
* Makes air alarm and keycard authenticator emissive (#64982)

* emissive air alarm

* Makes keycard authentication emissive

* tweak keycard blink sprite

* Makes air alarm and keycard authenticator emissive

* Air alarm sprites (#11649)

Co-authored-by: Tastyfish <crazychris32@gmail.com>
2022-02-22 12:55:58 +00:00
SkyratBot
ec6ddbe758 [MIRROR] Remove code/__DEFINES/misc.dm [MDB IGNORE] (#10945)
* Remove code/__DEFINES/misc.dm

* agagagagagaga

Co-authored-by: Tim <timothymtorres@gmail.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2022-01-27 02:40:25 +00:00
SkyratBot
93fc15e906 [MIRROR] Stops drones from using keycard authenticators [MDB IGNORE] (#9983)
* Stops drones from using keycard authenticators (#63135)

See title. Drones were able to use these due to their internal id card having captain access

* Stops drones from using keycard authenticators

Co-authored-by: RandomGamer123 <31096837+RandomGamer123@users.noreply.github.com>
2021-12-10 19:43:51 -05:00
SkyratBot
71b5f92eda [MIRROR] [MDB IGNORE] dir sanity, primarily on WALLITEMs [MDB IGNORE] (#9315)
* [MDB IGNORE] dir sanity, primarily on WALLITEMs (#62601)

About The Pull Request

Wall items mostly use the direction from the floor to the wall in the named mapping helper. Wall items mostly use the direction from the wall to the floor for the internal dir variable.

This leads to a headache when it comes to working out what conflicts with what, and what needs placing where.

Wall frames provided a member, inverse, which specified whether or not to invert the direction of the item when looking for conflicts. It was also used to specify whether to look for conflicts outside of the wall (cameras and lights appear external to the wall) or inside the wall (most wall items). This flag was set for Intercoms, APCs, and Lights. Since APCs and Lights expect a floor-to-wall direction, and Intercoms expect a wall-to-floor direction, this means that APCs and Lights were getting the correct direction, and Intercoms were getting the wrong direction.

Some implications of this setup were:

    You could build an APC on top of another wall item, provided there was nothing external attached to the wall and the area didn't have an APC.
    You could stack Intercoms indefinitely on top of the same wall, provided you weren't in a one-tile wide corridor with something on the opposite wall.

Or both! Here's twenty Intercoms placed on the wall, and a freshly placed APC frame after placing all Intercoms and deconstructing the old APC:

endless-stack-of-intercoms

Not everything used this inverse variable to adjust to the correct direction. For example, /obj/machinery/defibrillator_mount just used a negative pixel_offset to be visually placed in the correct direction, even though the internal direction was wrong, and never set! This also let you stack an indefinite number of defib mounts on the same wall, provided it wasn't a northern wall... except you could do this to northern walls too, since defibs weren't considered a wall item for the purposes of checking collisions at all!

Ultimately, every constructable interior wall item either used this inverse variable to adjust to the correct placement, set a negative pixel_offset variable to have its offset adjusted to the correct placement, or overrode New or Initialize to run its own checks and assignment to pixel_x and pixel_y!
Inventory: Table of various paths, related paths, and the adjustments they used

Unfortunately, untangling /obj/structure/sign is going to be another major headache, and this has already exploded in scope enough already, so we can't get rid of the get_turf_pixel call just yet. This also doesn't fix problems with the special 2x1 /obj/structure/sign/barsign.

Some non-wall items have been made to use the new MAPPING_DIRECTIONAL_HELPERS as part of the directional cleanup.

tl;dr: All wall mounted items and some directional objects now use the same direction that they were labelled as. More consistent directional types everywhere.
Why It's Good For The Game

fml
Changelog

cl
refactor: Wall mounted and directional objects have undergone major internal simplification. Please report anything unusual!
fix: You can no longer stack an indefinite amount of Intercoms on the same wall.
fix: Defibrillator Mounts, Bluespace Gas Vendors, Turret Controlers, and Ticket Machines are now considered wall items.
fix: Wall mounted items on top of the wall now consistently check against other items on top of the wall, and items coming out of the wall now consistently check against other items coming out of the wall.
fix: The various directional pixel offsets within an APC, Fire Extinguisher Cabinet, Intercom, or Newscaster have been made consistent with each other.
fix: The pixel offsets of Intercoms, Fire Alarms, Fire Extinguisher Cabinets, Flashers, and Newscasters have been made consistent between roundstart and constructed instances.
fix: Constructed Turret Controls will no longer oddly overhang the wall they were placed on.
qol: Defibrillator mounts now better indicate which side of the wall they are on.
fix: Some instances where there were multiple identical lights on the same tile have been fixed to only have one.
/cl

* [MDB IGNORE] dir sanity, primarily on WALLITEMs

* apc directionals

* bluespace vendor fix

* defib fix

Co-authored-by: esainane <esainane+github@gmail.com>
Co-authored-by: jjpark-kb <55967837+jjpark-kb@users.noreply.github.com>
2021-11-10 17:17:26 -05:00
SkyratBot
c23bd1cb8c [MIRROR] every case of initialize that should have mapload, does (#8374)
* every case of initialize that should have mapload, does

* E

Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-09-24 23:07:53 +01:00
SkyratBot
7d1d0e1fad [MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs

* AA

* a

* AAAAAAAAAAAAAAAAAAAAAA

* Update species.dm

Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-06-16 00:24:49 +01:00
SkyratBot
945bff2c10 [MIRROR] The Wallening Approacheth: Adds directional variants to most wall mounts (#5551)
* The Wallening Approacheth: Adds directional variants to most wall mounts

* Update reagent_dispenser.dm

* Update CentCom_skyrat.dmm

Co-authored-by: dragomagol <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: KathrinBailey <53862927+KathrinBailey@users.noreply.github.com>
Co-authored-by: KathrinBailey <evesovereign@hotmail.co.uk>
2021-05-08 14:46:01 +01:00
SkyratBot
187119d985 [MIRROR] Security Level subsystem (#4809)
* Security Level subsystem

* aaa

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
Co-authored-by: Gandalf <jzo123@hotmail.com>
2021-04-11 00:11:52 +01:00
SkyratBot
18eca27569 [MIRROR] update_appearance (#3508)
* update_appearance

* a

* a

Co-authored-by: TemporalOroboros <TemporalOroboros@gmail.com>
Co-authored-by: Gandalf2k15 <jzo123@hotmail.com>
2021-02-19 16:08:09 +00:00
Azarak
61854773af [SEMI-MODULAR] Adds missing alerts and various alert features (#1238)
* alertz

* Create readme.md
2020-10-11 05:47:36 +01:00
Gandalf
7a800c6e0d Security level sounds [MODULAR] (#1067)
* MORTIS

* Delete MORTIS.dm

* Delete mortis.ogg

* Update tgstation.dme

* Update tgstation.dme

* Merge branch 'master' into alerts

* aaaaa

* Update set_security_level.dm

* Update code/modules/security_levels/security_levels.dm

Co-authored-by: Azarak <azarak10@gmail.com>

* Update modular_skyrat/modules/alerts/code/set_security_level.dm

Co-authored-by: Azarak <azarak10@gmail.com>

Co-authored-by: Azarak <azarak10@gmail.com>
2020-10-01 17:11:00 +02:00
SkyratBot
98568e191a [MIRROR] Enforce preserving parent proc return values across ui_act call stacks (#999)
* Enforce preserving parent proc return values across ui_act call stacks (#53964)

All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.

* Enforce preserving parent proc return values across ui_act call stacks

Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
2020-09-26 17:17:59 +02:00
SkyratBot
100d18a011 [MIRROR] Admin controlled shuttles improvements (#610)
* Admin controlled shuttles improvements (#53237)

This PR improves options for admin controlled shuttles - all shuttle controls can be admin-locked, and players must request authorization so the shuttle can move or for controls to unlock. Before this PR, authorization request always redirected admin staff to control the CentCom ferry, even if request came from a shuttle elsewhere, which was a little odd.

Authorization request will now properly prompt the staff to control that specific shuttle, and now they also have quick option to unlock/lock the shuttle. Could come handy in events to restrict player movement.

Last change, escape pods no longer start as admin controlled, as they cannot be launched without atleast code red anyway. They instead properly state they are just locked.

* Admin controlled shuttles improvements

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2020-09-02 03:06:28 +02:00
SkyratBot
ec09510459 Bools and returns super-pr (#53221) (#565)
Replaces like 70-80% of 0 and such, as a side effect cleaned up a bunch of returns
Edit: Most left out ones are in mecha which should be done in mecha refactor already
Oh my look how clean it is

Co-authored-by: TiviPlus <TiviPlus>
Co-authored-by: Couls <coul422@gmail.com>

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: Couls <coul422@gmail.com>
2020-08-30 05:12:59 +02:00
SkyratBot
ef51dfdff6 [MIRROR] tgui: Shuttle Console (#524)
* tgui: Shuttle Console (#53168)

* tgui: Shuttle Console

Co-authored-by: Arkatos1 <43862960+Arkatos1@users.noreply.github.com>
2020-08-26 01:41:58 +02:00
Aleksej Komarov
0cf00a2645 tgui 4.0 (#52085)
* tgui 4.0 hyper squash

* Upgrade dependencies
2020-07-16 20:13:04 +02:00
jdawg1290
62676e72a8 Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com>
2020-07-16 03:02:40 +03:00
vuonojenmustaturska
5e1f57de77 Speeds up area power usage handling, and apc process(). Cleans up related code (#51002)
About The Pull Request

/area/proc/usage() attempts to give list-like access to a bunch of vars. Why not make it a list instead and avoid all the proc calls? Might be room for followup here, to do something to powered(), use_power() etc.

Some legacy machinery was ignoring the default machinery use_power pulling from the machine's power channel by default

Total power usage was unused, APCs ignored it in favor of calculating it themselves :)

I also renamed the defines because they were in the danger zone of being very common words.
Changelog

cl Naksu
code: optimized area power usage calculations.
/cl
2020-05-11 11:33:56 +12:00
actioninja
b5dfd8880d id to component name 2020-04-19 19:36:35 +03:00
XDTM
19655de8c7 Makes sixth sense only able to hear regular deadchat 2020-02-19 18:57:22 +01:00
skoglol
8e6276d450 Adds UI dimension vars to machinery (#45959)
* Adds dimension var to machinery.

* cleaner

* newlines

* Cleanup
2019-08-22 00:33:10 -07:00
FrankFo
645156ff60 De-linkifies names in deadchat_broadcast(), makes deadsay css class default (#44600)
* De-linkifies names in deadchat_broadcast(), makes deadsay css class default too

* Makes the source argument come after message, since it is optional

* Removes excess </span>
2019-06-18 22:49:02 +02:00
ShizCalev
c167d37121 Fixes admin damage editting not logging the target's real name / key. (#41318)
* Fixes admin damage editting not logging the target's real name / key.

* few more areas
2018-11-06 14:10:20 -05:00
Tad Hardesty
2f212e16a3 Remove redundant anchored=TRUE from machines 2018-05-27 19:23:37 -07:00
kevinz000
8ebc63d2f2 Randomized Station Time + Night Shifts 2018-02-20 21:59:44 -08:00
coiax
978c2bd485 Various deadchat messages are more informative and consistent (#34326)
More deadchat messages now follow the following format.

> George Mellons has done a thing at AreaName.

- Shuttle calling
- Shuttle recalling
- Security level changing
- Maintenance accessing
- Swiping for red,emergency maint, bsa
- Messenging centcom, syndicate

Fixes #34230.
Fixes #34231.
2018-01-15 09:55:54 +01:00
Tad Hardesty
f2dbe5cf13 Replace explicit z-level checks with defines (#33829)
* Replace explicit z-level checks with defines

* Rename turf_z_is_planet for consistency

* Use TRUE/FALSE in onSyndieBase
2017-12-29 14:40:06 -05:00
Ashe Higgs
c4a495929c Locks up Medical Storage a bit more tightly and adds framework for doors to ignore access reqs during red alert (#33686)
* Locks up the first aid kits

* = FALSE
2017-12-25 20:04:33 -05:00
Jordie
e889f56d7b Feedback changes (#33441)
* various feedback changes

* no bad github no spaces
2017-12-15 11:36:08 +13:00
ShizCalev
8eafaccc88 Cleans up unused code 2017-11-20 00:03:33 -05:00
Jordie
8b19b490d1 JSON feedback (#32188)
* wip

* wip2

* makes code actually compile on 511 + fixes

* versioning

* s

* adds python conversion script, schema change and removes 'force ' from item_used_for_combat

* fix to compile

* forgot to actually commit this
2017-11-17 02:43:12 -05:00
Jordan Brown
4178c209f1 Configuration datum refactor (#30763)
* Configuration datum refactor

* More WIP

* New easier on the eyes format

* More WIP

* Finished config.txt

* Fucktons more WIP

* The end of conversion draws near...

* Add all this shit

* Done converting entries finally

* Hunting down compile errors

* More WIP

* MORE CONVERSIONS

* More WIP

* More WIP

* Oh shit only 90 errors this time!

* IT COMPILES!!!

* Fixes world start runtimes
2017-09-29 15:36:51 +13:00
KorPhaeron
10a3238fd6 Makes the station Z level into a list instead of a single define (#30297)
* Makes Station Z Levels a global list

* Things didnt get committed

* Define

* Removes files

* Fix mind.dm

* Wrong list name

* (

* Fixes rev checks and signpost

* Makes it actually compile

* Signpost fix

* I hate these sign posts

* Never use the web editor
2017-09-11 13:39:52 -04:00
Lzimann
58d0f12c5c Removes a great amount of machinery copypasta with circuitboards.
Also changes New -> Initialize in most of them.
renamed: `code/game/machinery/computer/computer.dm` -> `code/game/machinery/computer/_computer.dm`
renamed: `code/game/machinery/machinery.dm` -> `code/game/machinery/_machinery.dm`
Moved all circuitboards to a new folder at `code/game/objects/items/weapons/circuitboards`
2017-08-09 11:10:48 -03:00
Leo
ca59ca6c23 Changes all access const to be a define (#29260) 2017-07-16 18:44:23 +02:00
ShizCalev
59ef81245b Changes some 1s and 0s to TRUE and FALSE (#29144) 2017-07-10 10:31:34 -04:00