* Light Update
* Not failing tests I hope
* Whitespace Removal
* Tweaking here and there
* Merge Conflict Fix
* Rebuild TGUI Bundle to Fix Merge Conflict
* Settings are now in "Game Preferences" too
* ColorMatrix formatting and removal of unused procs
* A little mistake on matrices
* A little mistake x2 (last I hope)
* Moving Glare under every other effect, tweaking values, playing with blending
* Update TGUI Bundle for Merge Conflict
* Apply suggestions from code reviews
* Fuck it, it just works
* No tabs cool
* Remove unused
* Am I retarded
* We better return
* Whitespace we need
* oh
* New SQL update version
* Missing comma fix and recompiled tgui.bundle
* Updating SQL version in misc_defines and config
* Remove datum in holder
* BloomEdit empty lines removal
* No more unneeded functions calls
* Tgui.bundle rebuild
* SQL Changes
* SQL Version = 56 now
* Documentation and some formatting
* tgui.bundle.js rebuild
* Remove unused layers and variables
* Allow cameras to render backdrops
* Possible runtime issue fix
* Remove "baked" bloom from the lamps
* Revert the "remove". Make it low on alpha channel
* Shuttle rotation light update fix
* We don't need this
* Possible runtime issue fix x2
* tgui.bundle.js update
* tgui.bundle.js update
* tgui.bundle.js update
* Revert config.toml changes
* Revert the revertion of config.toml changes
* Bring that config changes back!
* Entry added
* tgui.bundle.js update
* Prettier possible fix (?)
* Runtime fix (and broken tubes now have light after reinstalling them)
* config update
---------
Co-authored-by: Mikhail Dzianishchyts <mikhail.dzianishchyts@gmail.com>
* this was just going to be a plasma cutter change but no had to make it look good, whats next, ai sat turrets (yes)
* ai turret
* Coca cola, don't forget the ice. Or the pulse
* almost done, pull master than map edit
* we ball
* ah, chasms.
* it's for the best. Fuck should not sleep checker though
* hitscan reflection limiting system
* Apply suggestions from code review
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
* c-c-c-changes
---------
Co-authored-by: Henri215 <77684085+Henri215@users.noreply.github.com>
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
* F3 debug menu
* Some tweaks
* So that escalated
* Update code/controllers/subsystem.dm
* Update code/controllers/subsystem/debugview.dm
* Charlie tweaks
* Light
* Righto
* West solar screen was offset by two pixels
* Turns out the optimization makes most matrices moot
* Gotta do it like or else you get upwards of 6 extra atoms instead of 1
isobj changed to explicit istype /obj
added extra frames to blast door animation so it doesn't restart
removed ZAS vars from /door/, added missing vars to door subtypes
adjusted layers of doors, removed layer varedits on maps
added a few defines and helpers
do_after family supports callbacks
added airlock security levels to airlocks
obj_integrity for doors, door assemblies, firelock frames
vault door assembly is 8 plasteel up from 6
explosion_block works better
heavy firelocks block explosions, firelock (de)construction uses crowbar instead of welder
xenos can open airlocks
minor change to attacking obj message