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Cere-station [100% free lag edition] (#19951)
* change da world
* compile, thanks
* Update cere.dmm
* Update cere.dmm
* ready for test
* use the proper name please
its CERE not ceres.
* stops shuttle from forcibly docking with podbay
* things are now different
Landmark update for job spawns.
More hardsuits in EVA, engi, and atmos.
Disaster counters properly added.
Vault is now more spooky.
Gamma armoury moved to below gulag shuttle.
Sleeping rooms replaced with arcade and swimming pool.
Captains ERP nest deleted.
Tcomms now looks like it was designed by a functional human being.
Mining doesn't need a weird glass box.
Shuffled docking ports at arrivals.
Windows are now reinforced windows.
Mr changs has arrived.
* disposals functions now
* now with 50% more air
* gamma armoury doesn't attempt to become one with gulag shuttle
* disposals net is airless, vault is enclosed in some rock
* standard number of escape pods
* slight fixes
* more bugfixes
* lighting fixes
* divided hallways, added psych office, more cams
* fire alarms, shutters, and fixes
* temporary DME edit to set cere as default map
* fixed shuttle runtime
* this compiles and runs locally, please CI
* fixes hidden double pipe
* more double pipes
* more vents and scrubbers, morgue body delivery
* tweaks to secbot pathing
* various QoL changes
* Medbay expansion, med+arrival maints expansion.
* the definitive air alarm update, and more!
* Departmental emergency EVA suits, signage, tweaks.
* 2 Cryodorms added (oops). Asteroid sound updates.
* Borg cryo, shutters correctly rotated.
* Supply shuttle edit. I like joining the map queue.
* minor fixes, grav gen isolation.
* minor fixes
* Disposal fixes, lighting adjustment
* SabreML feedback changes
* More minor fixes
* More fixes
* NSS Farragus
* (most) floors turn into asteroid sand, not spess
* reverted random file edit, fixed mr teeny
* minor fixes
* big bombs can breach asteroid areas
* Asteroid plating exists, did you know? I do now!
* camera network pass
* walls become sand too on destruction
* lighting pass
* implements feedback, dramatically reduces ores
* yeets ores entirely, sci break room added
* roundstart pads, more solars, bigger departures
* runtimes
* mining resistant rock
* variable names are important
* AoE KA doesnt affect rocks
* actually fix AoE stuff
* now with 1000% more bats
* no sandy cables, a brig exit chute, more head ssu
* mech drills are not pickaxes
* proc rename, perma window, faster sapce bridges
* Brig rework
* robotics changes
* More sci edits
* Rotayshun changes
* dme edit
* Delete cerestation.dm
begone, thot
* temp edit so it loads cere as default
* merge conflicts begone
* decal purge
* map repipe
* removes under-wall pipe adapters
* shuffled maint areas
* dirt purge
* longest bridge rework
* fixes
* PPI feedback
* kitchen does, in fact, need air
* permabrig tweaks
* restores cc changes
* merge part 2
* tag purge
* secret clown HQ got me shook
* SQUASHENING
* solar shuffle
* directional consoles
* remove TM edits due to rotation
* merge conflict part 2
* pod pilot deletion
* cold rock, window tint fixes, etc.
* further red rocks
* further tweaks
* more standardising
* robotics redo
* carpet time
* CI update for cere
* Apply suggestions from code review
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* more squash, corridor cam removal, etc.
* light switches
* minor fixes
* temp cere default
* FOODCART!
* fixes
* no airless no more
* space_hall
* compat pass 1
* make it work
* more changes
* slimmening
* air alarm tweak
* TM commit
* ci tests
* final CI changes?
* squash. squeeze, optimise
* wall vent
* disposals fix, more squeezing
* bugfixes
* false walls
* bedroom culling
* edits and fixes
* tweaks
* changes
* det window
* further tweaks
* Revert "TM commit"
This reverts commit 9e8814937f.
* More TM only changes reverted
* fixes smoothing with falsewalls
* denth changes
* the airlockenning
* cicicici
* CICICICI
* further tweaks
* further tweaks
* reverts weird sand behaviour code from ages ago
* oops
* universal adapter my beloathed
* nanomap moment
* webmap
* cere nanomap
* feedback updates
* updates
* airlock tweaks
* vents and tweaks
* solars moment
* triple APC fix
* south of where?
* airlock helpers
* disposal flap purge
* outpost monitor with actual real networks?
* tweakeroni
* fixes
* fixes
* tweaks
* fixes
* medbay improvements
* power and flaps
* changes
* aa changes
* fixes
* more fixeronies
* fixes!
* reversed
* chemicals
* chem tweaks
* fixes
* shuttle fixes
* holopad pass
* editseditsedits
* lightslightslights
* door
* /obj/machinery/computer/security/telescreen/entertainment
* sonic underground
* actual sonic reference
* Apply suggestions from code review
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* Tsrc
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
This commit is contained in:
co-authored by
AffectedArc07
Charlie
parent
dd032c451d
commit
802408a923
@@ -84,6 +84,8 @@
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#define COLOR_ROCK "#464646"
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#define COLOR_NULLGLASS "#ff6088"
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#define COLOR_DIAMOND "#d8d4ea"
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#define COLOR_ANCIENT_ROCK "#575757"
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#define COLOR_COLD_ANCIENT_ROCK "#575764"
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#define COLOR_HEALING_GREEN "#375637"
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//Color defines used by the assembly detailer.
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@@ -66,7 +66,7 @@ DEFINE_BITFIELD(smoothing_flags, list(
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#define SMOOTH_GROUP_MATERIAL_WALLS S_TURF(25) ///turf/simulated/wall/material
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#define SMOOTH_GROUP_SYNDICATE_WALLS S_TURF(26) ///turf/simulated/wall/r_wall/syndicate, /turf/simulated/indestructible/syndicate
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#define SMOOTH_GROUP_HOTEL_WALLS S_TURF(27) ///turf/simulated/indestructible/hotelwall
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#define SMOOTH_GROUP_MINERAL_WALLS S_TURF(28) ///turf/simulated/mineral, /turf/simulated/indestructible
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#define SMOOTH_GROUP_MINERAL_WALLS S_TURF(28) ///turf/simulated/mineral, /obj/structure/falsewall/rock_ancient
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#define SMOOTH_GROUP_BOSS_WALLS S_TURF(29) ///turf/simulated/indestructible/riveted/boss
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#define SMOOTH_GROUP_SURVIVAL_TITANIUM_WALLS S_TURF(30) ///turf/simulated/wall/mineral/titanium/survival
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@@ -98,6 +98,7 @@ DEFINE_BITFIELD(smoothing_flags, list(
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#define SMOOTH_GROUP_REGULAR_WALLS S_OBJ(17) ///turf/simulated/wall, /obj/structure/falsewall
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#define SMOOTH_GROUP_REINFORCED_WALLS S_OBJ(18) ///turf/simulated/wall/r_wall, /obj/structure/falsewall/reinforced
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#define SMOOTH_GROUP_CULT_WALLS S_OBJ(19) ///turf/simulated/wall/cult
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#define SMOOTH_GROUP_ASTEROID_WALLS S_OBJ(12) ///turf/simulated/mineral, /obj/structure/falsewall/rock_ancient
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#define SMOOTH_GROUP_WINDOW_FULLTILE S_OBJ(21) ///turf/simulated/indestructible/fakeglass, /obj/structure/window/full/basic, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /obj/structure/window/full/reinforced
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#define SMOOTH_GROUP_WINDOW_FULLTILE_BRASS S_OBJ(22) ///obj/structure/window/brass/fulltile
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@@ -95,6 +95,8 @@ GLOBAL_LIST_INIT(glass_sheet_types, typecacheof(list(
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#define ischasm(A) (istype(A, /turf/simulated/floor/chasm))
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#define is_ancient_rock(A) (istype(A, /turf/simulated/mineral/ancient))
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// Areas
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//#define isarea(A, B, C...) BYOND proc, can test multiple arguments and only return TRUE if all are areas
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