All credits to the author for this handy little script.
I Committed the modified python script to tool directory. Although it needs to be in the root folder of your repo to work.
To notice the improved compile times, in dreammaker go to Build > Preferences > and untick "automatically set file_dir for subfolders"
If this commit inteferes with any large projects just revert it, do your thing, then rerun the script. Easy-peasy.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4488 316c924e-a436-60f5-8080-3fe189b3f50e
As a result, cyborg death squads were also removed.
This also fixes meteors and space dust so that they properly take into account the borders of the map. Please do not hardcode numbers when we have defines in place.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4374 316c924e-a436-60f5-8080-3fe189b3f50e
-Resolved Issue 720. Message should now properly tell you who got cult armor
-Resolved Issue 642. Bad indentation caused girders to disappear if you move away while building them.
-Commented out admin messages when monkeys used non-monkey SEs
-Atmos techs given Construction Area access
-Remapped the south end of Med-Sci
--Misc. Research Lab added to science
--Virology moved to be made more isolated
-Updated Changelog
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4312 316c924e-a436-60f5-8080-3fe189b3f50e
-AI Upload Foyer is now Secure Tech Access, and the outer door only requires Bridge access
-Attached to it are two new rooms: The messaging server room and the communications relay.
-The comms relay room runs off its own SMES unit like the AI, so it won't be affected by powersinks
-Reduced the number of recievers/broadcasters. Only presets now. Giacom will finish them. He also needs to fix the password paper not generating.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4246 316c924e-a436-60f5-8080-3fe189b3f50e
- Hopefully addressed the concerns about the ultra-darkness. Night vision, mesons, thermals and material scanners now make you see through darkness. (Lighting code does not affect you)
- Ghosts get a "toggle darkness" verb, which changes their see_invisibility. When the toggle is enabled, ghosts cannot see other ghosts. This is due to invisibility.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4235 316c924e-a436-60f5-8080-3fe189b3f50e
-Redid icons to be more optimized at compile by setting icon = 'icons/folder/icon.dmi' instead of just icon = 'icon.dmi', meaning that Dream Maker doesn't have to search through every single file for every single .dmi. This shouldn't lead to any errors because of how I went about it, plus the fact that Dream Maker would have freaked out if I screwed something up. Also moved around 2 icons that weren't sorted well.
r4146 compile time: 1 minute, 40 seconds
r4147 compile time: 45 seconds
[VGTG]
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4147 316c924e-a436-60f5-8080-3fe189b3f50e
- Hopefully fixed the bug which allowed players to get a million toys from one arcade game.
- Removed poly's master controller failsafe due to it doubling up the master controller for no reason whatsoever.
- You can now redeem a full collection of mech toys at the quartermaster's for an actual mech!
- Added this stuff to the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4138 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed husking and fatties
Fixed floor tiles still appearing in hand when laying them
Fixed a possible runtime with FAT people
Fixes for pre-existing bugs:
Fixed being unable to put belts & backpacks on other people
Tweaked the damage procs a bit. Mainly adding in sanity checks to prevent negative damage and such. A few optimisations here and there.
Fixed ratios for brute-burn damage being applied to organs simultaneously
nodamage==1 now prevents all organ damage. It does not stop healing however.
In-line with the sanity stuff mentioned above, clamp-values for brute/burn were removed as requested by Rockdtben
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3825 316c924e-a436-60f5-8080-3fe189b3f50e
--Areas have been redefined and renamed to make more logical sense (eg "Arrivals North Maintenance" instead of "Secondary Fore Port Maintenance"). Same has been done with Solars
--Doors have been moved around to match the new areas.
--Several windows facing into station areas have been removed.
--Overall it should be darker and more winding
-Added Sieve's EngiVend to engineering and reduced number of lockers
-Scientists no longer start with gas masks and o2 tanks (Still available from the lockers)
-Added paperwork objects to detective's office
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3752 316c924e-a436-60f5-8080-3fe189b3f50e
Any PDA that can access the Security Records can, via the forensic scanner function (that was already there) store data on what was scanned, the same way that the Detective's scanner can.
Scanning a PDA with said stored data in the Detective's computer-o-doom will transfer the data from the PDA to the computer's database.
Made some area names improper as needed (Only ones where it makes sense to be improper.)
Updated changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3713 316c924e-a436-60f5-8080-3fe189b3f50e
-Moved cameras out of maintenance shafts
-Clarified ambiguous defined area names
-New defined areas (and APCs) for sleeper room & engineering break room to take a load off atmos and medbay
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3657 316c924e-a436-60f5-8080-3fe189b3f50e
-Removed prison toilet disposals
-Reduced number of blast doors in prison wing, as it was overkill
-Fixes prison break event to also affect the prison wing
-Restores geneticists' supervisor text and headsets to include the RD
-HoP now starts with full access to his departments (all Supply and Civil)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3587 316c924e-a436-60f5-8080-3fe189b3f50e
Gave the RD his genetics access back.
Added Invisty's hyperspace tiles.
Added Icarus's map updates (Sec, gateway room, genetics/RD access) ((this is a big overhaul to sec)).
Added Flashkirby99's SMES sprites.
Updated the changelog.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3576 316c924e-a436-60f5-8080-3fe189b3f50e
In short: massive updates to security, the library, hydroponics, the kitchen and the bar, by Flazeo and Ikarrus
Massive updates to the PA, with Invisty's new sprites, done by Sieve
New sprites for field gens too, also by Invisty
Borg and battery updates by Sieve
Fake gloves by Sieve
I messed around with some pressure_resistance stuff on Dumpdavidson's suggestion (only in paperwork)
PROBABLY A BUNCH OF OTHER SHIT
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3505 316c924e-a436-60f5-8080-3fe189b3f50e
These rooms will spawn at least out of range of space and the explored pathways, so at the very least some mining is required to even detect them with mesons.
Adds a borg upgrade system. Right now, it just contians a borg reset module that allows the borg to choose their module again. Adds some support code to borgs to suppot flashproofing and renaming.
Adds a few various admin commands like a quick-list of objects (which is hardcoded) and a command to break the local air group.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3415 316c924e-a436-60f5-8080-3fe189b3f50e
Adds another emagged version to the holodeck that has spess carp.
Fixes mobs going temporally bald after leaving the holodeck.
Disables BSA due to abuse.
Windows can only be damaged by weapons that do brute or burn
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3345 316c924e-a436-60f5-8080-3fe189b3f50e
Adds a holodeck to fitness!
Tensioner now respects antagonist preferences (Mmph. More antagonist for me.)
More flailing attempts to fix the tensioner assigning braindead people. (How?)
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3341 316c924e-a436-60f5-8080-3fe189b3f50e
Made the range on Artificer 0 so the shell will spawn under the user.
Wraiths can now see in the dark.
Moved the emergency storage near arrivals to replace chem storage, put an art supply storage where the emergency storage used to be.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3332 316c924e-a436-60f5-8080-3fe189b3f50e
▫ AI satellite replaced with Communications Satellite.
▫ Some turret tweaks. Gave "AI" turrets a variable that controls what type of lethal shots they shoot.
▫ New job access level, Telecommunications Satellite. The CE, RD, and Captain get this access level.
▫ Some icon tweaks and stuff.
▫ Faster chem machine energy regeneration rate.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2959 316c924e-a436-60f5-8080-3fe189b3f50e
Comments out an if statement to supress a warning.
Although not yet located on the map, adds the code for gravity generators.
Actually enables attack logging by default, now.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2927 316c924e-a436-60f5-8080-3fe189b3f50e
Moves /area/entered to its own file.
Adds a new area var called has_gravity. Determines if floor tiles count for movement control (planning on adding more, currently can only be badmined)
Adds a new mob var called lastarea that is updated with the area you're in every time /area/entered is called.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2917 316c924e-a436-60f5-8080-3fe189b3f50e
Before you read on this revision is more of a thing being tested than a feature that is guaranteed to stay.
4 escape pods have been added to the station, 2 at arrivals, 1 in engineering and one in security. Each pod is 4x3 tiles in size with a window tile, 2 chairs and a door. So it has 3 floor tiles to stand on.
Pods don't have any sort of emagging capabilities, hijacking a pod does not count as completing the escape alone objective, surviving in a pod however counts towards the escape alive objective. Cult members in pods do not count towards the acolyte victory.
Changelog updated with listed changes.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2663 316c924e-a436-60f5-8080-3fe189b3f50e
fixed the disposal in the incinerator not leading to space.
restocked the chem closet- it now contains an anaesthetic closet, which might be interesting.
removed the glass windows from the front of the QM desk.
possibly a few other changes, nothing significant though.
Added the firing range, courtesy of vey.
Don't get too excited, it's still under construction.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2498 316c924e-a436-60f5-8080-3fe189b3f50e
Moved into their own folder and got split into three files.
Damage zones have been regrouped slightly to make it easier to deal with them. Currently the organ groups are head, l/r leg, l/r arm, and head.
Attacking:
Armor is properly checked.
Currently aiming for the chest gives a higher chance to stun whereas the head will stun for longer.
Stungloves/Disarm now show up in the attack log.
Stungloves ignore intent.
Silicon:
AI units can now move between cams that are not on the ss13 network.
Cyborg's alert screen should not longer pop up every time they get an alert if they have opened it once during the round.
Robot vision now uses the standard amount of energy.
Gamemodes:
Added Deuryn's unrev message.
Runes can only be examined if you are close to them.
Moved the Loyalty implants to the HoS' locker at the request of HerpA.
Nuke agents now come with explosive implants that will activate upon death.
Projectiles:
Once again went though the gun code and cleaned things up, it is much better now.
Bullet_act fixed up and most mobs now use the one in living, just overload it if they need to do something diff.
Freeze /caplaser/xbow no longer have an infinite loop.
Shotguns have to be pumped manually.
Went though the latest runtime log.
Power cells now use return on their give/use procs
Assemblies have been reworked and are nearly finished, just need to finish up the special assembly code, redo the signalers, and add one or two new assembly items.
Laying down will now only take 3 ticks to get up, from 5.
You can no longer punch people on the spawn screen.
This is a big one and was cleared by two heads, TK will only allow you to pick up items. If you have an item in your hand it will act normal.
This revision got much larger than originally intended my tests show everything is working fine, but you never know. Ill likely do more mob teaks in the next few days.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2333 316c924e-a436-60f5-8080-3fe189b3f50e
- 10 percent of lights with tubes will now start out broken and 25 percent of lights with bulbs will now start out broken.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2261 316c924e-a436-60f5-8080-3fe189b3f50e
Edits made to it from my part:
- Added an atmos maintenance room to 7 locations: cargo, bridge, brig, medbay, science, engineering and kitchen
When piping uterus, use these rooms, get a line from atmospherics to each of the 7 atmos maintenance rooms and then to local vents from the maintenance rooms.
- http://www.kamletos.si/atmos1.JPG
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2191 316c924e-a436-60f5-8080-3fe189b3f50e
The base which it leads to only has closets and beds in it. Perhaps some fun stuff will be added later.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2097 316c924e-a436-60f5-8080-3fe189b3f50e
Added in a heads of staff meeting room.
Added myself to the admins.txt on the SVN because SVN is annoying every time I update it giving me changed files.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1929 316c924e-a436-60f5-8080-3fe189b3f50e