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* stage one doesn't compile yet * step 2 added newer changes and goof's balance requests. still doesn't compile * phase 3 somewhere along the way, wanted code got fucked, and i have to commit to switch branches to debug it better * documentation, first dyn rulesets -deprecates a proc nobody needed -documents a lot of things, hopefully enough of them -reorganizes a lot of things to allow for admin-spawned families -adds dynamic rulesets (unfinished, debug settings left in) -hopefully finally fixes wanted level displays. all code sucks; ui code sucks especially. why can i put an acid level on a screen element? Fuck you -implements fully functional jewish qabbalah system to replace families gamemode. discover secret names of god + knowledge of universe structure through study of tanach and talmud, use them to secure the station for israel 2 -introduces gay agenda to unsuspecting stationgoers -remind me to check out gang tag code for mentions of ssticker.mode etc. if one of my later commits doesn't say i did that * finishes up rulesets -rulesets work now -hopefully cleaned up the debug code for them -minor adjustment to check_wanted_level() proc to ensure wanted stars update appearance correctly post-space cops -i resisted the urge to modify one of the systems so that it was more "elegant" or whatever because knowing my luck it'd result in another 10 years of failures and tests -checked out gang tag code; seems fine. perhaps the only part of families code i haven't gotten my mitts on. hopefully it won't break -you can now print fully functional geneseed organs from the roundstart medlathe for use in self-augmentation -consumed my soul and replaced it with a pathetic, empty husk -implemented social security number skimming operation -removed herobrine * addressing issues from the github * suggestions cleanin some things up * more tweaks goof requested on discord that i ensure 3 families every time, and adding the highlander ruleset flag makes sense because it means the 1-2 families-revs or families-nukies punch is less likely * adjustments for midround ruleset -wanted level no longer cares about deaths that happened before the handler's pre_setup_analogue() proc is called -midround ruleset will not trigger if more people have died during the shift than there were people readied up at roundstart (in addition to the minimum population of 36). -changes to antagonist code; only nonhumans may roll antagonist. if you have more than 1 hour of time spent playing as a human you are ineligible. something something 13% * #51315 compatibility removes useless "high_population_requirement" vars on families rulesets * moves stuff team creation should have gone in create_team() not on_gain() since the former gets called directly before the latter * shuffles some procs removes unnecessasry blocking_rules list for roundstart families gamemode