* adds cursed sword and 'haunted' object framework.
* fixes back.dmi conflicts
* adds cursed blade ghost pod
as well as fixing some ghost pod oddities
* fixes misc.dm conflicts
* adds cursed sword cave POI
* makes cursed sword use voice mob
as opposed to a brainmob
- Added, weapons crate for explorers that has bolt action rifles, weapon powercell crate (security access only).
- Touchy of all the munition and security supply pack names so it's easier to tell what crate contains weapons, armor, and or gear.
- Slight adjustment of certain security and weapon crates. Moving some guns out of some crates, splitting some crates up (automatic weapons crate is two crates now) and changing the type of crate stuff comes in.
- Holoplant fix, now properly comes in a crate instead of being shipped without a protective box.
* adds fireplace, makes bonfire generate heat
kinda, anyways
* adds sifwood tiles, fixes old blue carpets
old blue carpets are now known as "teal carpets." they still come in the
carpet crate from cargo.
* lets you dig up tree stumps with shovels
* changelogs in the house
* adds a delay to digging up stumps
digging up stumps is easier said than done
* Bouquets
* Fake Bouquets. Can be won from arcade machines.
* Heart box chocolates containing a set arrangement of chocolates.
* Adds said chocolates (milk chocolate, white chocolate, and truffles) all bite-sized.
* Adds 5 cards, one blank and four with covers. Function identical to paper except you can't make an airplane because I hate fun.
* Adds The four cards with covers, 3 real bouquets, and 2 chocolate boxes to cargo under a 'gift crate' for 10 points.
Sprites by me. Code would not be possible without cerebul's help. Let me know if I've goofed on something, but I did test all of the items + ordering them from cargo.
* A callback datum system was created, a common framework that handles all of the nuts and bolts so anyone can implement callbacks easily without worrying about how to invoke procs.
* Adapted from tgstation/tgstation#22476 by MrStonedOne
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
* expanding rupture procs
adds hydromagnetic traps for power production.
* Minor tweaks.
* Adds modular guns using research components.
* Updates materials to have a radiation_resistance variable, used in calculating radiation. Adds Lead as a material.
* Un-zeros stock material radiation resistance.
* Adds, and enables four 'end-events' for the RUST in place of the old Rupture() proc.
* Map muckery?
* absolute pathing i guess?
* getting angry, travis.
* TRAVIS
STAHP
* I...
Comments? Lists? Who the hell knows.