* Ports Nightshift and converts tick time to ds time
* Moves Nightshift config to the new system and ports the forgotten APC TGUI updates
* Attempting to fix your god damn tome's init.
* Lets do station time the paradise way. Also think I fixed some apc misfires?
* Rerecompiles tgui.bundle.js
* Map Load Things
* Renormalize
* Hotfix For Chess Pieces
Chess Pieces Should Now Pass Through eachother and players
* Fuck it we are removing Density for Cutouts
how dense can a wooden standee be anyway?
* Screw it I am doing it properly
Why did I make them structures to begin with?
* fixes
* Chess Pieces Structure>Item
* Removing Chess Structures
Shouldn't have done it in the first place
* Renormalizing Map Changes
* redoing this
* Cheesboard Done Right
I apparently inverted the chessboard (Give me a break its been like 6 years since I have played chess).
* Renormalizing
* Update triumph_defines.dm
* In Theory this should load things
* Now it will work
* Dynamic Lighting Update
Planets now also use their dynamic lighting since they have functioning Day/Night Cycles Now
* Actual Dynamic Lighting
* Hoping and Praying This Actually Fixes Things
* Hopefully this will function
* Update vorestation.dme
* A Shot in the Dark that could work?
* Last Chance
If this does not cause Dynamic Lighting to happen I am offically out of ideas
* missed one
* Map Load Things
* Renormalize
* Hotfix For Chess Pieces
Chess Pieces Should Now Pass Through eachother and players
* Fuck it we are removing Density for Cutouts
how dense can a wooden standee be anyway?
* Screw it I am doing it properly
Why did I make them structures to begin with?
* fixes
* Chess Pieces Structure>Item
* Removing Chess Structures
Shouldn't have done it in the first place
* Renormalizing Map Changes
* redoing this
* Cheesboard Done Right
I apparently inverted the chessboard (Give me a break its been like 6 years since I have played chess).
* Renormalizing
* Update triumph_defines.dm
* In Theory this should load things
* Now it will work
* Dynamic Lighting Update
Planets now also use their dynamic lighting since they have functioning Day/Night Cycles Now
* Please dont break please
* How did I forget this
* Fixed hole in janitor's room, added corpo crates to warehouse
* Added Cryopod computers
* A few small touches here and there
* rage and regrets
* rage and regrets
* oh
* uhh
* thank you so much ktoma36!
* and that
* sigh
* fix
* man
* that
* should probably do that too
* that too!
* stairs
* fine
* Touched up on almost all the external airlocks
Mining and security ones not touched with this one
* Found a few I missed
* Touching up maints, fixed couches in bar
* Touched up on maint, added construction solars, fixed engine SMES
* Brain is dumb and tired, fixed a few things I messed up
* Gave airlock buttons commands, synced frequencies, and fixed the sofas
* Standardizing a few object paths tether_things.dm was hogging
* Stupid holodeck controller is causing conflicts and its not even functional
* Am dumb, removing some map assets I left lying around
* God why
Touching Talon stuff and trying to get docking controllers to stop throwing runtimes
* Talon is now functional, fun
* Lets see if this fixes the dam map compile issue
* Fix for docking ports (Hopefully)
* Hotfix for testmerge, supply shuttle runtime fix
* Fixes lateload issues and some slight map edits
* Many fixes and some new things added
* Woops, this is for later
* Have to get rid of the shuttle_definition on a landmark here for now
* A little more bad variable removal (god multidockers are wacked)
* Some decal touchups for triumph, generalizing tether's turf generation, generalizing a few network defines,
* Forgot to tick a file. Also found a function to hopefully make these shuttles work properly
* Consolidates Red Alert Airlock, misc holodecks, and more camera networks
* Consolidated most everything in tether_things.dm and triumph_things.dm ,
* Forgot tick another file, add placeholders for station telecoms that arent loaded in
* Removes hooligan spawns from maint, fixes wires, nerfs station maint drones
* Fixes thrusters, xenobotany doors, and toxins mixing lab
Co-authored-by: silicons <2003111+silicons@users.noreply.github.com>
* sorry keek had a few other tweaks to make
* area fixes, external button fixes
* fixes and tweaks to dock store
* removes lazy edit, decals
* this one too
* bugs of varying APC variety
* quotation marks more like AAAAAA
* fixes cargo office power alarm
* woops the APC
* minor tweaks, a lot of fixes and a cable / pipe pass
* Moves docking arm to D2 below cargo, installs customs office and Visitor rooms there
A large shop area, the docking arm, a vistor room. Most importantly, all somewhat secure. It's now possible for security to watch a single chokepoint that people coming to the docking arm can access without hacking. There's still a side-door to encourage sneaking gameplay if traders wish to break in without taking out a wall, but overall, more secure. At the very least, customs is now more between the docking arm and the rest of the station, instead of on the far side of the docking arm. Note: old customs is still in place, as it has a shuttle attached I don't feel like needs to be moved. Old laundry is gone, but haven't decided what to do with old visit office.
DNM
Currently non-functional for reasons I don't understand. The station's shuttles won't take the new docking arm's docks as valid landing points, and I don't understand why. Mostly making this for map merge conflict resolution.
* Fixes: Docking arm waypoints not working, strange hole to space, some pipes.
* Removes explo's staircase, refubishes visitor room, moves cargo substation, adds last two visitor dorms, de-walmarts the clothes vendors
* Fixes _the hole_ Can't resolve light issue, or airlock cycling
* replaces misplaced spacing with proper spacing
* Fixes (hopefully) integration errors, as well as non-functional airlock, by cannibalizing and sacrificing two others.
* Fixes a broken pipe that I removed to make it not run under a wall, and never re-connected