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433 lines
26 KiB
HTML
433 lines
26 KiB
HTML
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<html>
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<title>Baystation 12 Changelog</title>
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<!--
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Header Section
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<table align='center' width='650'><tr><td>
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<table align='center' class="top">
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<tr>
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<td valign='top'>
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<div align='center'><font size='3'><b>Baystation 12 - A Space Station 13 Server</b></font></div>
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<p><div align='center'><font size='3'><a href="http://baystation12.net/forums/">Forum</a> | <a href="http://baystation12.net/wiki/">Wiki</a> | <a href="https://github.com/Baystation12/Baystation12/">Source</a></font></div></p>
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<div align='center'><font size='2'><b>Visit our IRC channel:</b> #bs12 on irc.sorcery.net</font><br>
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<font size='2'>Code licensed under <a href="http://www.gnu.org/licenses/gpl.html">GPLv3</a>. Content licensed under <a href="http://creativecommons.org/licenses/by-sa/3.0/">CC BY-SA 3.0</a>.<br><br>
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<b><a href="http://baystation12.net/wiki/index.php/Rules">By playing to agreed to read and abide by the rules!</a></b></font></div>
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</td>
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</tr>
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</table>
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<br><b>Baystation 12 Credit List</b>
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<table align='center' class="top">
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<tr>
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<td valign='top'>
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<font size='2'><b>Code:</b> Abi79, Aryn, Cael_Aislinn, Chinsky, cib, CompactNinja, DopeGhoti, Erthilo, Hawk_v3, Head, Ispil, Lexusjjss, Melonstorm, Miniature, Mloc, SkyMarshal, Spectre, Strumpetplaya, Sunfall, Tastyfish, Uristqwerty<br></font>
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<font size='2'><b>Sprites:</b> Apple_Master, Arcalane, Chinsky, CompactNinja, Deus Dactyl, Erthilo, Flashkirby, Miniature, Searif, Xenone<br></font>
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<font size='2'><b>Sounds:</b> Aryn<br></font>
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<font size='2'><b>Thanks To:</b> /tg/ station, Goonstation, Animus Station, Daedalus, and original Spacestation 13 devs. Skibiliano for the IRC bot.</font>
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</td>
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</tr>
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</table>
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Changelog Section
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<!-- NOTE TO UPDATERS!! Please only list things which are important to players.
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Stuff which is in development and not yet visible to players or just code related
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(ie. code improvements for expandability, etc.) should not be listed here. They
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should be listed in the changelog upon commit though. Thanks. -->
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<!-- To take advantage of the pretty new format (well it was new when I wrote this anyway), open the "add-to-changelog.html" file in any browser and add the stuff and then generate the html code and paste it here -->
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<div class="commit sansserif">
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<h2 class="date">September 22nd, 2012</h2>
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<h3 class="author">Cael_Aislinn updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Merge current BS12 code with /tg/station's rev4736. See <a href="https://code.google.com/p/tgstation13/source/list">https://code.google.com/p/tgstation13/source/list</a> for tg's changelog. This is recommended reading for anyone interested in any changes, be warned there's a lot of them.
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">August 22, 2012</h2>
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<h3 class="author">Cael_Aislinn updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">This server is running a merge of BS12 and up to date TGcode. This is a significant update, and there will likely be several bugs coming with it.
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See <a href="https://github.com/Baystation12/Baystation12/pull/1671">https://github.com/Baystation12/Baystation12/pull/1671</a> for more information.</li>
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<li class="rscadd">The server is now running tgstation2.0.9.dmm. The station layout is functionally the same, but with significant additions from tg. Hopefully, the Antiqua will be ready soon.</li>
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<li class="bugfix">Please report all bugs immediately, both in OOC and by making an issue at: <a href="https://github.com/Baystation12/Baystation12/issues/new">https://github.com/Baystation12/Baystation12/issues/new</a></li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">15th August 2012</h2>
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<h3 class="author">Cael_Aislinn updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Readded changeling and traitorchan (traitor + changeling) to secret rounds, lowered probability of cult being chosen during secret rounds.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">7th August 2012</h2>
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<h3 class="author">CIB updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Wound descriptions now again are in sync with actual damage.</li>
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<li class="tweak">Bandages no longer are instant, but rather only stop bleeding and speed up the healing process.</li>
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<li class="tweak">Bleeding and regeneration speeds have been balanced, so that now it is possible to bleed out.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">4 August 2012</h2>
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<h3 class="author">Cael_Aislinn updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Ghosts and observers can now possess mice and inhabit the station as mortals once more. Be warned, in this form you will be unable to be cloned! (you can, however, jump back into ghost form as you like)</li>
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</ul>
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<h3 class="author">FireFishie updated:</h3>
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<ul class="changes bgimages16">
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<li class="imageadd">Added Flashkirby99's tajaran sprites, but the accompanying hairstyles will have to wait for a tweak to genetics before being usable in-game. Apologies for not logging this change sooner.</li>
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<li class="tweak">By vote, the captain's armor is again space capable and the memo on his desk updated to reflect this.</li>
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<li class="tweak">The Captain now starts wearing matching gloves, jackboots, and a cap. The old Napoleonic hat can still be found in the secure locker.</li>
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<li class="tweak">The Head of Personnel now starts with a clipboard, but without body armor and a helmet. Both items can still be found in the secure locker for emergencies.</li>
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<li class="tweak">Cargo tech and shaft miner wardrobes now include fingerless gloves. Janitor wardrobes now includes a portalathe. Warden wardrobes now includes a jacket.</li>
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<li class="tweak">Medical, security, and tool-belts may now hold any lighter. Medical belts may now hold latex gloves and sterile masks. Security belts may now hold gas masks. Tool-belts may now hold cigarette packs.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">2 August 2012</h2>
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<h3 class="author">Cael_Aislinn updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Vermin such as mice and roaches will periodically spawn in maintenance and toilet areas across the station. Cats will hunt the mice, roaches can be stepped on and mousetraps will deal with both.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">10 July 2012</h2>
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<h3 class="author">Abi79 updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscdel">Removed the stun effect from artifacts.</li>
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<li class="bugfix">Fixed the bug where helmets would not turn off when placed into backpacks.</li>
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<li class="tweak">Added more "cancel" buttons to various dialogs.</li>
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</ul>
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<h3 class="author">CIB updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Fixed the bug where the preview image in the character creation panel was broken.</li>
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<li class="bugfix">Fixed the bug where you could only see if a player had no pulse when that player was ghosted or logged off.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">9 July 2012</h2>
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<h3 class="author">CIB updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Maintenance shafts are now safe places in the event of a radiation belt. This feature may be temporary until a better solution is found.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">5 July 2012</h2>
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<h3 class="author">Cael_Aislinn updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">The Mining North Outpost has been repurposed as a research outpost, with a shuttle going back to the research division on the main station. The pneumatic transport chute is still available to transfer ore between this outpost and the mining one.</li>
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<li class="bugfix">Shield generators now have circuitboards, and the capacitors should actually rotate now (both still have placeholder sprites though).</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">3 July 2012</h2>
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<h3 class="author">CIB updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">You can now select amputated and robot limbs in the character preferences. Note, though, that amputated limbs don't work properly yet.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">29 June 2012</h2>
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<h3 class="author">Erthilo updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Raises job limits for Botanists, Atmospheric Technicians, Roboticists, Chemists, and Geneticists.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">28 June 2012</h2>
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<h3 class="author">Chinsky updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">'Rename' function for clipboards</li>
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<li class="rscadd">Can add photos to clipboards</li>
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<li class="bugfix">Fixed troubles with formatting when reading from clipboard (linebreaks not being properly placed)</li>
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<li class="bugfix">Fixed photocopiers not copying photos properly</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">27 June 2012</h2>
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<h3 class="author">Erthilo updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Simple animals (like constructs) can properly emote using the Me verb now.</li>
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<li class="rscadd">Body scanners now show a much more detailed readout on patients.</li>
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<li class="tweak">Wizard 'Mind Transfer' spell now requires full wizard garb to work.</li>
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<li class="tweak">Chairs without wheel will no longer move with fire extinguishers. BECAUSE I HATE FUN.</li>
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<li class="tweak">Gauze/kits/ointment now heal wounds instantly again. Gauze and ointment don't work below 50 health, advanced kits don't work below 0. This may be tweaked as necessary in future.</li>
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<li class="rscdel">Stepping in pools of blood no longer leaves footprints due to lag issues.</li>
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<li class="bugfix">Fixed batons hitting on all non-help intents. It'll now only do it on harm intent.</li>
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<li class="bugfix">Fixed tape recorders not recording holopad speech.</li>
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<li class="bugfix">Fixed random " on his head" messages in examine.</li>
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<li class="bugfix">Fixed surgery, all surgical procedures should work again.</li>
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<li class="bugfix">Fixes medical items. Gauze/kits/ointment can now be applied correctly again.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">26 June 2012</h2>
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<h3 class="author">TG updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Fixed silicon mobs not being able to access newscaster.</li>
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<li class="bugfix">Fixed harmbatons on everything other than harm, now it is the opposite way round.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">25 June 2012</h2>
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<h3 class="author">Erthilo updated:</h3>
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<ul class="changes bgimages16">
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<li class="experiment"><b>People in critical (less than -50 health) from external trauma (100+ damage from brute and/or burn) bleeding, and with unsplinted limbs, will send a message to anyone trying to drag them, to warn them it would be a bad idea trying to move them. They will suffer a lot more damage if dragged while lying down.<br>The correct procedure is therefore, A) Bring a roller bed, or B) Splint all limbs, stop all bleeding with gauze, and then drag them.</b></li>
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<li class="rscadd">Dragging someone while injured (brute) will have a small chance of injuring them further that increases depending on how damaged they are. This coincides with the blood spatters that are already generated.</li>
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<li class="rscadd">Added splints that can be applied to broken arms and legs, and will reduce effects of broken limbs. These can be removed the same way as handcuffs. They show up on the mob and on examine.</li>
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<li class="rscadd">Added an autoinjector that can only hold five units, but acts like a hypospray.</li>
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<li class="rscadd"> Added an advanced medical kit that Medical Doctors spawn with that has Advanced Trauma Kits, Advanced Burn Kits, autoinjectors, and splints.</li>
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<li class="tweak">Health Scanners now show unsplinted fractures ONLY in arms or legs.</li>
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<li class="tweak">Blood is now actually lost from the person being dragged.</li>
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<li class="bugfix">Fixed CPR being performed at weird health levels.</li>
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</ul>
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<h3 class="author">Watermelon Storm updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Added a medbay (with rolling beds) and a holding cell to the destination of the escape shuttle.</li>
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</ul>
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<h3 class="author">Drieden updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">The cargo bay now has a supply depot to store, sort, and dispense raw materials, and print shipping manifests.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">23 June 2012</h2>
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<h3 class="author">SkyMarshal updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">ZAS now has different thresholds to move mobs and dense objects. A depressurising room at normal pressure will no longer turn lockers deadly.</li>
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<li class="bugfix">ZAS now properly rebuilds zones, and connect/merge adjacent zones. This should be the final real bugfix to the system.</li>
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<li class="wip">I have removed the aspects of the wound system causing the instant healing and, very likely, lag. This will result in wounds healing instantly again, but the computational overhead being significantly less.</li>
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<li class="tweak">The auto-targeting-mode for guns will now provide a different type of flavor text when it makes you fire, to make the situations that it occurs in to be less ambiguous.</li>
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<li class="experiment">UltraLight is in, but has some lighting bugs still remaining. This is the next thing I intend to tackle, bare with it please.</li>
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</ul>
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<h3 class="author">TG updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Updated toilets. You can now crowbar open the cistern and hide stuff in there.</li>
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<li class="rscadd">Omni-directional PA console! Never have to worry about rotating it again, because now it does it itself!</li>
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<li class="rscadd">Players can fill their cigarettes with various chemicals and smoke them.</li>
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<li class="rscadd">You can now click blocks to select them.</li>
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<li class="tweak">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.</li>
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<li class="tweak">Scientists no longer start with gas masks and o2 tanks (Still available from the lockers).</li>
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<li class="tweak">Hydroponics trays are now unwrenchable.</li>
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<li class="tweak">The Experimental Welding Tool, rather than having a larger tank, will refill itself over time.</li>
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<li class="bugfix">Borg diamond drills now properly dig sand.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">22 June 2012</h2>
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<h3 class="author">Cael_Aislinn updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">A research laboratory has been constructed to store and catalogue xeno-archaelogical relics. Savvy anomalists are advised to supervise recovery efforts themselves, as unsubtle miners may damage delicate samples through not using the proper tools.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">18 June 2012</h2>
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<h3 class="author">Cael_Aislinn updated:</h3>
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<ul class="changes bgimages16">
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<li class="experiment">A discovery on a nearby asteroid has brought xeno-archaelogists flocking to the NSS Exodus in search of ancient treasures. Miners beware, these artifacts may be helpful or deadly! There is talk of establishing a permanent research position on the station in an attempt to study them (thanks to ISaidNo for original code).</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">16 June 2012</h2>
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<h3 class="author">Cael_Aislinn updated:</h3>
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<ul class="changes bgimages16">
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<li class="experiment">Recent breakthroughs have brought shield generation technology to the NSS Exodus. External (hull) shield generators and capacitors may now be built, with appropriate circuitboards available from RnD.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">09 June 2012</h2>
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<h3 class="author">Erthilo updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Blobs have evolved! Their weaknesses/strengths are now randomised. Experimentation ahoy!</li>
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<li class="bugfix">Meteors have been fixed, and will therefore appear again. Meteor mode works too.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">07 June 2012</h2>
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<h3 class="author">SkyMarshal updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">ZAS now works properly. No perpetually leaking doors, no walls that hold air like a seive.</li>
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<li class="experiment"><font color='red'><b>ZAS airflow is now enabled</b>, and will move objects (AND PEOPLE!) when air moves with enough force. <b>AIRLOCKS ARE NOW DEADLY DANGEROUS!</b></font></li>
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<li class="rscadd">Packages will now reflect the size of what they contain</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">06 June 2012</h2>
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<h3 class="author">Erthilo updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">Tajaran's are more vulnerable to high temperatures and get hungry faster, but deal well with colder temperatures. Soghun's are more susceptible to cold temperatures, but get hungry much slower.</li>
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<li class="rscadd">Skrell update! Adds Skrell as a whitelisted race. They have their own language which can be used by typing :k</li>
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<li class="rscadd">Soghun get their own language by typing :o</li>
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<li class="rscadd">Skintone and eye colour of most species can now be changed, The preview picture should be a fairly accurate representation of what you'll get in-game.</li>
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<li class="tweak">All valves in atmosperics now start off, instead of having to turn them off, then on again.</li>
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<li class="tweak">Soy sauce recipe change to soymilk + water pending better ideas.</li>
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<li class="bugfix">Fixes pAI's universal translator not being universal.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">04 June 2012</h2>
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<h3 class="author">TG updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Added "Toggle Open" verb to all closets and crates</li>
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<li class="rscadd">Added "Toggle Lock" verb to all lockable closets</li>
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<li class="rscadd">Window doors are now breakable. They can still be emagged and hacktooled, and they have fairly high health.</li>
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<li class="rscadd">Windoors are now constructable. See here for how to build them: http://baystation12.net/wiki/index.php/Construction#Window-door_.28Windoor.29</li>
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<li class="rscadd">Lawyers can now access security records with their PDAs (read-only)</li>
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<li class="tweak">RIG suits have been renamed to hardsuits. </li>
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</ul>
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<h3 class="author">SkyMarshal updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Added the capability for the security PDA to scan items in like the detectives scanner, and for it to be loaded into the database in the same manner.</li>
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</ul>
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<h3 class="author">Erthilo updated:</h3>
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<ul class="changes bgimages16">
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<li class="tweak">You can now only build 2 cleanbots.</li>
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<li class="bugfix">Fixed flavour text, it should now be possible to have it longer than 40 characters, and should stay properly formatted.</li>
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<li class="bugfix">Fixes AI's not being able to talk through holopads.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">01 June 2012</h2>
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<h3 class="author">Erthilo updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Added character records. You can now add medical and security records to your character through Character Setup. These are official NanoTrasen records, and should be written as such. These will show up in-game on the medical and security records computers. Admins can 'jobban' people from records, so use them sensibly!</li>
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<li class="rscadd">Added a megaphone to each Head's office. These broadcast messages in slightly larger font so you can be noticed. Please don't spam them.</li>
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<li class="tweak">Added Flashkirby's ERT suit sprites. Also tweaked ERT's loadout.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">29 May 2012</h2>
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<h3 class="author">Aryn updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Airflow works on a room-by-room basis rather than on individual tiles. Rooms will depressurize much faster than they did, though not too fast for balance reasons.</li>
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<li class="tweak">Fire now works on a logarithmic scale based on oxygen and fuel content. This is a far more complex tweak under the hood than it is in game.</li>
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<li class="rscadd">Plasma now has increased toxicity and can burn exposed skin and eyes. In addition, because of the new air, it fills the room instantaneously. Try not to spill any.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">28 May 2012</h2>
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<h3 class="author">Erthilo updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Surgeons spawn with scrubs, Emergency Physicians spawn with first responder jackets.</li>
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<li class="rscadd">Added water bottles to cola vending machines.</li>
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<li class="tweak">More HUD changes: https://dl.dropbox.com/u/4911517/ShareX/2012-05/2012-05-28_20-40-50.png</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">27 May 2012</h2>
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<h3 class="author">Abi79 updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Money withdrawn from the ATM will now be worth the proper value.</li>
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</ul>
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<h3 class="author">Erthilo updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Fixed PDA light not turning off when exploded by a detomax.</li>
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<li class="bugfix">Fixes food not disappearing from hands when finished.</li>
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<li class="bugfix">Fixed the bug where traitors would get an empty objectives list. Credit: thvortex.</li>
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<li class="imageadd">New portalathe sprite, thanks to dezzmont and Furlucis.</li>
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</ul>
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</div>
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<div class="commit sansserif">
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<h2 class="date">26 May 2012</h2>
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<h3 class="author">Erthilo updated:</h3>
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<ul class="changes bgimages16">
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<li class="rscadd">Added Flashkirby's RIG and cow sprites!</li>
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<li class="tweak">Removed and added some new AI Ion laws, credit: Ispil.</li>
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</ul>
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<h3 class="author">Abi79 updated:</h3>
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<ul class="changes bgimages16">
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<li class="bugfix">Everyone should now be able to see the properly formatted changelog.</li>
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</ul>
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</div>
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<!--
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Credits Section
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-->
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<b>/tg/ station 13 Development Team</b>
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<table align='center' class="top">
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<tr>
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<td valign='top'>
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<font size='2'><b>Coders:</b> TLE, NEO, Errorage, muskets, veryinky, Skie, Noise, Numbers, Agouri, Noka, Urist McDorf, Uhangi, Darem, Mport, rastaf0, Doohl, Superxpdude, Rockdtben, ConstantA, Petethegoat, Kor, Polymorph, Carn, Nodrak, Donkie<br></font>
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<font size='2'><b>Spriters:</b> Agouri, Cheridan, Cruazy Guest, Deeaych, Deuryn, Matty406, Microwave, ShiftyEyesShady, Skie, Uhangi, Veyveyr, Petethegoat, Kor, Ricotez, Ausops, TankNut<br></font>
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<font size='2'><b>Sounds:</b> Skie, Lasty/Vinyl<br></font>
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<font size='2'><b>Thanks to:</b> CDK Station devs, GoonStation devs, the original SpaceStation developers and Invisty for the title image</font>
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</tr>
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</table>
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<b>Daedalus Development Team</b>
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<table align='center' class="top">
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<tr>
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<td valign="top">
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<font size="2"><b>Coders:</b> DopeGhoti, Sunfall, ThVortex</font><br>
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<font size="2"><b>Artwork:</b> Captain Hammer</font><br>
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<font size="2"><b>Spriters:</b> ((TODO.))</font><br>
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<font size="2"><b>Sounds:</b> Peter J, due, Erik Satie</font><br>
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<font size="2"><b>Thanks to:</b> All the dev teams that came before: BS12, /tg/station13, the Goons, and the original SS13 folks.</font><br>
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</tr>
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</table>
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<b>GoonStation 13 Development Team</b>
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<div class = "top">
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<font size='2'><b>Coders:</b> Stuntwaffle, Showtime, Pantaloons, Nannek, Keelin, Exadv1, hobnob, Justicefries, 0staf, sniperchance, AngriestIBM, BrianOBlivion<br></font>
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<font size='2'><b>Spriters:</b> Supernorn, Haruhi, Stuntwaffle, Pantaloons, Rho, SynthOrange, I Said No<br></font>
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</div>
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<p class="lic"><div align='center'><a rel="license" href="http://creativecommons.org/licenses/by-sa/3.0/"><img alt="Creative Commons License" style="border-width:0" src="http://i.creativecommons.org/l/by-sa/3.0/88x31.png" /></a><br /><i>This work is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/3.0/">Creative Commons Attribution-ShareAlike 3.0 Unported License</a>.<br>Rights are currently extended to <a href="http://forums.somethingawful.com/">SomethingAwful Goons</a> only.</i></p>
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<p class="lic">Some icons by <a href="http://p.yusukekamiyamane.com/">Yusuke Kamiyamane</a>. All rights reserved. Licensed under a <a href="http://creativecommons.org/licenses/by/3.0/">Creative Commons Attribution 3.0 License</a>.</p>
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