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--- Merge remote-tracking branch 'refs/remotes/ParadiseSS13/master' into DWI - - -
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--- dammit tiger - - -
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--- i probaly still didi it wrong - - -
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--- fox box airlock - - -
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--- NanoUI Update: Seperate UI Data into ui_data() proc - - -
- -- - - -This commit changes how NanoUI's live data updating system works. -Previously, data for the template was directly gathered in the -ui_interact proc. Now, it is seperated into the proc `ui_data`. - -To players, this does absolutely nothing. -To coders, this opens up the potential for a much more complicated and -fancy graphical updating system in the future, because the data is -available on-demand without ever having to call -nanomanager.try_update_ui.
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--- Merge remote-tracking branch 'refs/remotes/ParadiseSS13/master' into DWI - - -
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--- Fix AI crew monitor tracking and door electrification - - -
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--- Merge branch 'master' of https://github.com/ParadiseSS13/Paradise int… - - -
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--- Redo of clown/mime door fix. - - -
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--- cultdoors - - -
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--- Moves airlocks to the `addtimer` system - - -
- - -- Crazylemon64 - committed - - -- -Aug 23, 2016 - -- - - - --- - - ea66919 - -- -
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--- /tg/ mecha - Part 1 - - -
- -- - - -Start of porting the /tg/station mecha update. -This commit only cleans up the code and adds the proper dependencies for -the mecha. - - - Removes relative pathing from /datum/events - - Updated Process_Spacemove() to use - atom/movable/proc/get_spacemove_backup() - - Basically just makes launching off of unanchored objects in space an - OOP behaviour - - Removed styling atrocities and relative pathing from most of the mecha files. - - Notable exceptions: - - code/game/mecha/mech_bay.dm - - code/game/mecha/mech_fabricator.dm - - code/game/mecha/mecha_construction_paths.dm - - code/game/mecha/mecha_parts.dm - - code/game/mecha/mecha_wreckage.dm - - code/game/mecha/paintkits.dm - - Removed dyndomove/dyndoattackby/dyndobulletact. No more icky dynamic - calls. Replaced by specific code for the 3 modules that used it. - - Refactored module cooldown. It now uses addtimer, and power usage is - hooked directly into the cooldown calls. - - Added atom/movable/proc/has_buckled_mobs(). Currently not that useful, - but, necessary for porting the multi-buckling system from /tg/. - - Split code/game/mecha/equipment/tools/tools.dm into multiple files. - - Removed snowflake behaviour from exosuit drill. It now calls - turf.drill_act(src). - - Different from /tg/: Allows you to drill any wall/floor normally. - - Drill no longer gibs mobs. It deals 80 organ damage instead. - - Drill can be used to harvest dead mobs. - - Removed all global_iterator systems from mecha and mecha equipment. - Everything now uses object processing. - - Mecha now have a turn sound variable and step sound variable. Updated - all subtypes to use these instead of snowflake domove procs. - - Removed mecha_do_after, mecha now uses the normal do_after. - - Removed enter_after, same as above. - - /obj/mecha/Process_Spacemove no longer strangely calls the user's - spacemove. - - /obj/mecha/return_pressure now uses return_air instead of copypasted - cabin air detection. - - Same for /obj/mecha/return_temperature - - Added /obj/mecha/Exited. Basically, properly clears occupant refs, - even if they teleport out/otherwise exit improperly. - - Added hooks for mecha action buttons; Didn't implement them yet. - - Moved mecha UI to code/game/mecha/mecha_topic.dm - - Fixed turfs not updating atmos when ChangeTurf(/turf/space) is used. - - Updated visible_message and audible_message. Both now use - get_mobs_in_view() to ensure that mobs inside containers can see - messages. - - Removed /obj/item/mecha_parts/mecha_equipment/tool subtype. It had no - use. Any subtypes are now just subtypes of - /obj/item/mecha_parts/mecha_equipment.
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--- Malf AI Powers Update - - -
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--- Removs Airlock World Calls - - -
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--- Plastic Explosives Update - - -
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--- Mass replace - - -
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--- Fixed Mime Doors - - -
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--- Fixed Clown/Mime Door Deconstruction - - -
- -- -Fixes #4689 - -- Deconstructing Clown Doors now gives Bananiums -- Deconstructing Mime Doors now gives Tranquilite -- Invisibility drives installed - -
🆑 -tweak: Deconstructing Clown Doors gives Bananium -tweat: Deconstructing Mime Doors gives Tranquilite- TullyBurnalot - committed - - -- -Jul 6, 2016 - -- - - - --- - - 336d2eb - -- -
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--- Goddammit - - -
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--- remove extras - - -
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--- New Airlock Sounds - - -
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--- Reduce lines by removing blank lines added by PJ's script - - -
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--- Replace most (if not all) output << operators with to_chat(user, mess… - - -
- -- - - -…age) - -Currently, to_chat is literally just a proc that does user << message. -But it'll let us do output modification in the future, especially for -something like Goon's HTML chat. - -Big thanks to PJB for his to_chat script, see -d3athrow/vgstation13#6625 for more details.
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--- Ports tg simple_animal bots - - -
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--- Adds tranquillite - - -
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--- Fixes a bunch of things to not circumvent SetStun/SetWeaken/SetParaly… - - -
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- - --- - - -There were a couple of things going on... the spawn(-1) which should -have meant that the door shut straight away was being negated by the -sleeps. Also, If the door had just been used, it would still be marked -as operating and so wouldn't shut
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--- refactored datum/effect/system because it was a complete mess - - -
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--- Removes Update Triggers File - - -
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--- Fix door crush bug - - -
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--- Fixes up a few Destroys - - -
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