* gulag QoL fixes
* escape route, analyzer
* stops people from spam calling the shuttle down
* unifies access
* moves ofitser, fixes point claim console
* TGUI build
* unifies point system for good
* TGUI deps
* tweak
* sirryan review
* hard ref removal
* more changes
* scope creep scope creep
* sirryan!
* 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
* pain
* more progress
* progress continues
* more progress™️
* saving progress while I swap brances
* leg moving working for real, woo
* more saving as power goes out
* eeven more
* fix transfer
* More changes, closer to pr ready
* final stuff for night backup
* almost done™️
* almost done
* Final changes to get ready for posting
* Update code/modules/mob/living/simple_animal/hostile/megafauna/ancient_robot.dm
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* new sprite
* Loot added (minus crusher loot)
* Apply suggestions from code review
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
* Defines, loot, and requested changes, oh my!
* Apply suggestions from code review
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* sound, bluespace charge improvements, more text
* Update code/game/gamemodes/nuclear/pinpointer.dm
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* WOOO CRUSHER ITEM
* don't code when dead tired kids
* Update code/modules/mob/living/simple_animal/hostile/megafauna/ancient_robot.dm
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
* Makes crusher loot work, reworks shield for mecha fauna
* Names it, lets it spawn, buffs it, should be ready.
* Adds better sprites.
* pick to rand
* Buff, prevent cheese.
* Merge conflict hook test
* double checking to see if I installed it or not, think I need to manual
* fixes the merge issue
* makes gibtonite not yeet the mechafauna as much.
* fixes hostile/hostile fuckup
* fix most beam issues
* extra qdel insurance but it should be good
* fixes chasm issues, beep on self destruct, extra bluspace charge
* Shrinks the kaboom.
* spelling + beam fix
* Apply suggestions from code review
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* late_initialize, var names, and styling, oh my!
* attacl
Co-authored-by: AffectedArc07 <25063394+AffectedArc07@users.noreply.github.com>
Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* Switch a bunch of /obj/machinery from /New to /Initialize
This is an easy and uncontroversial batch.
No globs, no late init, and stuff.
* Move more machinery to Initialize
This time the ones dealing with GLOB vars,
as well as some simpler ones i missed previously.
* More tricky New -> Initialize migrations
* The last of machinery Initialize conversion
* fixups
* Newscaster armor fix
* styling
* Comment on armor handling
* Move newscaster armor definition back to datum
* farie82 review
* kill extra .=
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* farie's review part 2
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
Co-authored-by: Farie82 <farie82@users.noreply.github.com>
* Go fish
* Keep forgetting about the map
* Forgot about the sprites for the double deck
* Cleaned things up
* Fix icon conflict
* Update cards.dm
* Improper tweaks
* Update cards.dm
* Axing the popup from the toy version entirely, that was a little jank
* Meta remap was merged
* Huh. \improper was the issue.
* Update cards.dm
* Few changes and a fix
* More changes
* Update cards.dm
* Update cards.dm
* Update cards.dm
* Merge branch 'master' into go-fish
* Update cards.dm
* Initial defines
* more work
* icon
* more stuff
* UID not hard ref
* tidying
* overload go brrt
* le sound and dead cell
* delet gap
* initial chargepack stuff
* simplify
* oops
* yeet this
* placeholder sprites
* oops magic number
* the gun speaks!
* consolidation
* tweaking and tidying
* so long old gun
* icon purge
* reapplies placeholder
* 1 minute tracker, not two
* makes it use a pinpointer
* revert tiny map changes
* cease your tracking, fool
* oops
* soft refs
* charlie review
* projectile ref to firing obj, removes testing overrides
& cleans up signals
* some more UID null checks
* ICONS
* ICONS CONFLICT
* MORE ICONS
* makes it freaking work
* first pass fixes
* charlie review
* charlie review 2, variable boogaloo
* fixes holsters
* colours the overcharged shot
* and recolours tracker to be yellow to match charge
* yellow laser icon
* widen overcharge misfire %
* fixes unlinkable pinpointers
* fixes gun not speaking when tcomms setup is changed
* steel request
* no chargey
* loudening 2022
* steel part 1
* Apply suggestions from code review
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* restores missing sprites
Co-authored-by: SteelSlayer <42044220+SteelSlayer@users.noreply.github.com>
* 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!
* fire lighting and shielding
* blink + lavaland loot
* file move and projectile removal
* get out of MY WALLS
* review
* sprites
* forgot this
* sprite update
* Apply suggestions from code review
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>
* some TM changes
Co-authored-by: S34N <12197162+S34NW@users.noreply.github.com>