* Decrease Area Size by 1
- Maintenance have now priority over xenobio (just areas, no code)
* Cerestation Xenobio Fix
- Add Cerestation to fix
* Delta Xenobio Fix
- Add Delta to fix
* MetaStation Xenobio Fix
- Added New 2 Maintenance area
- Added New 2 Sprites for Maintenance Area
- Add MetaStation to fix
* Da Vlood
* removes_unused_icons
* Yep sprites
* fixes xeno blood and vomit
* Commit number x
* Steel Review Changes 1
* Henri Review Changes 1
* fixing vomit
🌋
* Haha haha ha ... ha
* fixing layering issueeee
* Sirryan2002 Review
THANKS
* implicit var/
* Sirryan Review 2
Electric Boogaloo
* Testmerge Update 1
gibs were still getting animated, blood drying while animated in space looked very jank.
all fixed
* unused variable
AHSDHASOIADGSOISA
* Testmerge Update 2
tracks floating annoyingly
* Improvements
-blood globules will now continue with the inertia of their emittor, instead of towards wherever they were facing
-drops will now have visible sprites after splatting
[running animate() still sometimes doesnt stop the animation annoyingly]
* errors
* Sirryan Review 3
* Adds Explorer spawnability, removes Cyberaid gateways
* deletes some REALLY old bloat maps and deletes Gateway.dm
* Fixes runtime, and removes more stuff like gateway config... cause we dont have a gateway anymore
* removes all mention of /obj/machine/gateway
* Goodbye test_tiny and evil_santa 😈
* removed a literal fucking pamphlet
* changes map area name from Gateway to Expedetition
* changes the access from ACCESS_GATEWAY to ACCESS_EXPEDITION
* Revert "Goodbye test_tiny and evil_santa 😈"
This reverts commit eda775ecd5.
* ok deletes evil_santa only
* Fixes a runtime
* Adds new visuals for new area and explorer spawn marker
* Unhides explorers from the pref menu
* adds spawns and fixes the gateways for all maps, adds Expedition room to Cere
* improves and cleans up the expedition room maps, also clothes for Explorers
* GET OUT OF HERE EXAMPLE.
* byebye button
* heh, almost made me use ten percent of my power
* appeasing the GC gods (GDN)
* hee hoo
* Update code/modules/martial_arts/cqc.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Update code/game/objects/items/hand_item.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* more return styling
* Update code/modules/martial_arts/cqc.dm
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* no more wrapper
* the extent of my spriting skills
* fixes double slap sound
* slap emote also works
* try to remember the advanced lessons of CQC
* i hope this fixes the merge conflict
* Chefs are no longer perma-combat trained
* Chef CQC now uses signals to activate parrying
* Makes it easier to add it to other martial arts
* resolving merge conflict from ParadiseSS13#20620
* Revert "resolving merge conflict from ParadiseSS13#20620"
This reverts commit 30ea29a6a8.
* Revert "try to remember the advanced lessons of CQC"
This reverts commit e8daeb4d1a.
* try to not conflict the basics of CQC
* Update code/modules/martial_arts/cqc.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* Update code/modules/martial_arts/cqc.dm
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
* lol, lmao even
* GDN was right, this is funny
* Update code/modules/martial_arts/cqc.dm
farie review pt. 1
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* Update code/modules/martial_arts/martial.dm
farie review pt. 2
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* Update code/modules/mob/living/carbon/human/human_emote.dm
farie review pt. 3
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
---------
Co-authored-by: Luc <89928798+lewcc@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
Co-authored-by: Contrabang <91113370+Contrabang@users.noreply.github.com>
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* 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>
* Fixing all stuff and drop only lavaland file
I repaired whole branch, and now i drop lavaland file without changing other map files
* Changes
Lavaland shuttle got changed to more sphear shape
Deleted duplicated freezer in outpost medbay
* Fixed Cameras
Now All Cameras are named and display on mining camera console.
* Changes Suggested by S34NW
-
* Changes Suggested by S34NW (with description)
- Added APC to Medbay, Mechbay and Ore Processing.
- Replaced Normal Freezer with IV Freezer.
- Deleted and make new light switches with prefered 24pix offset.
- All cameras are double checked, and all have correct path for monitor console from previous upload.
- Deleted all previous APC's and repleced them with newly named ones with prefered 24pix offset.
- Changed Mechbay Charging port to sprites.
- Fixed all Areas missplacement and added 2 new ones: [Cafeteria] for dinner room and [Mining Storage] for lockers and crates.
- Added missing "power cable dot" under one of generators.
- Changed position of Shuttle Airlock to be closer to shuttle and moved it to "glass" category.
- Added tiny space near locked chest.
- Still waiting for Pull: https://github.com/ParadiseSS13/Paradise/pull/19820 to get merged.
* Changes after Catwalk Merge
- Added New Catwalk from pull: https://github.com/ParadiseSS13/Paradise/pull/19820
- Changed some outpost shapes and thickness... a little, so now antags with 200IQ can use them for their advantage.
- Re-Added removed "Lava island", now its accessable by using jump boots (not only by fire-fighter) [i wish it was like special island full of ores in every bit].
- Increased lava distance a little between labor camp and mining outpost.
- Changed rocks around station from "[...]/mineral/random/volcanic" to "[...]/mineral/random/lava_land_surface" because i wanted to avoid gibonite spawn and players mining rocks around.... they are for look and antags use, not miners.
* Added Manually Grille's
When grilles appeared, they were always "heavy damaged" so from now, they will be always build in specific spots.
* Next Changes from S34NW suggestion
- Light Switches now face specific directions.
- Fixed and added APC's.
- Moved web to correct place.
- Removed some walls from double wall.
- Now cameras in c_tag have "Mining Outpost - (section name here)".
- Added missing cable dot under terminal.
* More Areas types
- Added Mech bay area
- Added airlock area
* Another Small Changes
- Removed Air alarm in wooden crate storage
- Added "Base Turf Editor" to each area
* FINALLLY FIXXXEEEEEED
* Updated Airloc access level required
* Changes aft maintenance library to aft maint area
Changes the area from library area to apmaints area, so it responds correctly to radiation storms.
* Adds /area/maintenance/abandonedlibrary
Creates an abandoned library area to designate the maintenance abandoned library
* Replaces apmaintenance with abandonedlibrary at map
* Changes the new area name and updates the map
It was suggested that maintenance/library was better.
* Removes /area/library/abandoned
To avoid further issues, it is not part of maintenance yet its name implies it is. It is also not being used anywhere anymore.
* when the fix to firelocks is in areas
* Maybe
* Clearer defines
* Removing emissives. I'll explore that again later.
* Revert "Removing emissives. I'll explore that again later."
This reverts commit a5635f5230.
* Brilliance flashed before my eyes (Order of applied overlays matter)
* Figured I'd update the documentation.
* Turns out you can't call update_appearance while on old airlock code
* The future is hazy
* Update tgui.bundle.js
* That wasn't the right branch
* Update tgui.bundle.js
* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
* Concepts
* Pipes and Lights
* THERE YOU ARE
* Bring it line
* Area
* Meteor Shielding
* In Which We Repipe the Engine Room
* Re-areas about half of engi
Separates the engine room, and re-areas the "main" engi hallway between airlock
and the CE Office/Equipment to be a hardsuitstorage
* Now with 100% more of Sean's Flaps
* Missed a spot
* Atmos Doors
* Don't Map When Tired
* Power
* This is not a cry for help
Sean made me do this.
* begone space lava, remaps most of space ruins
* removes druglab having DJ station area
* renames "gasthelizards.dmm"
* revert "renames "gasthelizards.dmm""
* goodbye syringe gun, hello turf/template_noop
* proof of concept
* proof of concept fix
* cargo/sec/dorms/engi
* service and sci framework
* floors
* sciwaypoint
* major departments done
* candidateV1
* haha die runtime
* and a zoning error
* feedback+minorpipenetrework
* compile now please
* abracadabra
* runtimefix
* Morgue + medmaint rework
* zooooones
* forgot to delete placeholder :)
* firealarm
* floors
* dmg turf on powernode bad
* missing pipe and rogue loot spawner
* tgs pipe layout sucks
* hallway repipe and bug fixes
* MISSING TILE
* IAA, maints, SM loop expanded, pipes reworked and bug fixes
* small flip
* reverts shuttlered2 icon change
* replaces offical posters with contraband in maints
* floating cameras are not good for health
* AI core tweaks and robo storage console added to robotics
* pipe over top of vent, airlock name changes and missing spawnpoint added
* a few very small detailing changes while I wait for review
* oh and I forgot to give EVA and the teleporter room a holopad lol
* missing pipe and tile fix
* Adds more airlock helpers + few bug fixes
* i love warning stripes
* or not
* lightswitches
* zoning error fixed
* little chem update
* and firelocks
* cam fix
* minor detailing
* another missing holopad and a date change to reflect paralore
* fixes as mentioned above
* a missing side rail
* removes a good chunck of floor decals and fixes docking port
* wall stuff cleanup
* decal removed
* and an airlock
* sec depart revamp
* shutterfix
* aa
* thanks for the feedback :). should be all resolved
* quick edit
* directional cryo consoles are based, thanks sean
* akward vent no more
* how the hell
* murders var edited open shutters, another detail pass, xenobio extended by 1 tile
* quarantine lockdown shutters
* uh oh
* it just works(bug fixes)
* we should be done here
* this shouldnt have an auto airlock namer
* now it should B)
* i actually forgot one lol
* aaaahhhhhHHHHHHHH
* turned biohazard pump off + removed one warning strip
* also some door fixes
* minor touchups around bar
* ack
* air alarm fix
* stray docking port removed
* floortile dir removed
* cryo pod support added to perma
* decals removed
* """deconflict"""
* nanomob BATTLE terminals (yes I am running out of things to add)
* uh oh thats the wrong y pixle shift
* conforms with armoury standardisations
* buffs aux armoury light
* fixes icon state on air injector
* sigh.. holopads
* put a lamp in the bomb test range because the camera light doesnt work on paracode, fixed a few other things
* switch lattice out for catwalk at turbine
* minor detailing changes
* supply console fix
* HOP/Bridge supply consoles changed to non-public type
* few cosmetic tweaks around the hallway involving extinguishers, robotics locker added(even though it's kind of pointless with us having robodrobe), sci starting glass and meta buff
* 2 cameras moved off glass, slight sci chem buff with rwalls now fully protecting it, few posters moved to look less awkward
* the great tinted window removal of 2557(they kind of suck in paracode), also engineer burn medkit switched out for a standard one(in line with box)
* pipenet fix
* experimentor console added, var edited on pump changed out for on subtype
* experimentor room buffed with plasma windows(as on box)
* layering issue with a warningstrip in robotics fixed
* tile in abandoned med removed, maints glass door in botany replaced with solid door, few space heaters removed
* leftover pipe connector in maints removed
* dozen or so cameras moved about 1 tile so that they're no longer sharing a tile with a light, missing floor tile in brig fixed, cargo table cleaned up
* ooops one more camera in the vault
* /secure suit storage units replaced with normal type
* flipped decal so it's facing the right way
* high voltage warnings moved off glass in xenobio, high voltage warnings added around the vault
* quick highvolt sign fix
* replaces grimy floors with cleanable dirt, moves 1 camera 1 tile
* stand_clear decal added under armoury shutter
* Prison laundry camera added(same as TG), prison botany camra moved a tile
* slight adjustments to NTR and BS office in regards to camera and APC placement
* gateway cam move, AI sat wire moved to look more clean
* opacity change on prison transfer plastic flap
* AI Satellite antechamber turret controler fixed
* a few var edited pumps replaced with on subtype
* opps this tile should be catwalk not an airless plating
* AI upload gets firelocks+foyer gets vents and is fully set to AI upload access only, captains officer intercoms moves around a bit, lightswitches moved a bit
* oops the instead of the ai upload was missing a firealarm
* and the private subtype intercom in the captains office
* radio freq 1447 is what TG uses for their private channels, some intercoms had this set as a leftover from our old version of meta.
* Made it so that only the cheft can access the hydro fridge, fixed the hydro shutter button, added gateway access points to the gateway shutter button, fixed access on chemsitry desk
* rogue mechbay button removed
* names on solitary cells doors and flasher buttons
* forgot to fix a sink in perma I have been meaning to fix
* same as above, just a different sink
* chemistry desk change, looks better now
* engi light moved 1 tile
* moved shock warning signs(again), switched out metal botany tables for glass ones
* last of the sign fixes i hope, layer issue with tools in eva fixed
* damn signs
* and I missed two...
* slight signage cleanup on airlocks
* HOP office was missing door naming helpers
* New perma
* Camera pos change in perma, better arrivals lattice
* sign fix bridge
* added a second set of accepted/denied stamps to cargo, turned HOPs chair
* also got rid of a light in cargo
* tech storage access fix
* atmos desk cams moved around a tiny bit
* i sure hope no one noticed this one tile in the AI sat facing the wrong way
* spread the maints mice out a bit more
* fixed light placement
* found one more light
* moved cobweb off glass near space bridge
* starboard secondary maints zone fix on door
* and A-P maints
* more stuff on windows- which I hate! cringe!!!
* lights should not be beside each other
* This placement is better
* agh more lights in med
* cryodorms buff
* removes locker from maints room beside cryo since the room is smaller now
* ooops i forgot a holopad in the new cryodorms. also changs get a holopad
* annnd a floor tile
* arcade didn't have an intercom
* fixes window placement around vault from TG version
* wiring fix near vault
* old request console from old para ver of map named
* internal vault signs fixed
* more signs moved off walls and into a x/y nudge(yes i know i am being picky)
* A legecy area(the garden) gets an intercom
* moved*
* AI core flasher moved slightly to fix clipping with ai turret controller
* wall changes to the AI sat to make it a bit more clean
* news+ai request console fix
* The "Captains intercom" from TG doesn't exist in paracode so it has been replaced with an AI private intercom
* button fix
* oops
* reverts a sign change near disposals
* would you look at that i moved another camera 1 tile hahaha
* should be the last cams
* it wasnt
* fixed up the mirror in the bar backroom
* same fix applied to captains bathroom sink+mirror
* cleaned up janitor rooms intercom pos + firealarm
* bridge fire alarm moved tile down
* riot shields now stacked north to south to be in line with weapons
* 2x showcasese were missing their set names, oops
* layering fix in prisoner court cell
* Pen an paper added to BS office, APC move in showroom
* ack bs office again
* perma window fix
* extinguisher in sci moved
* det office cam fix
* remove brig prefix
* light and button tweak near bridge
* window layer again
* small tweak to the toxins loop obersvation room
* 1x wall
* clean up grillies by SM
* wiring changes/fixed in maints and at SM
* few small floor tweaks and sink shifts
* rwall akwardness fixed
* pipe under vent moved
* redid brig wiring and piping to look more clean
* one little oopsie
* more wires+intercom
* fixed the mess TG got themselves into with chemistry floor tiles
* redos medbays wiring to run along side the pipes rather than beside them
* same wiring changes that I did to med/sec but this time to the command area
* hop airvent moved on tile, some wires shifted
* unshocked window fixed
* lessens and spreads out the maints donk pocket spawns
* Viro now uses updated doors!