* Initial Commit - Trying to add DC to Travis
* Forgot to chmod
* This took too long
* Farie Fixes
* Fixes new code
* Job factions are fucking smelly
* Loadouts work again
* Runtime fixes
* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
* Adds support for self-filling reagent containers
* Sets tool_behaviour on the default set of tools
* Fixing merge conflicts
* Refactors welder to use tool behaviour
* The refactor: part I
* The refactor: part II
* Tool Refactor Part III: Revenge of the Maint
* Tool Refactor Part IV: A New Hope
* Tool Refactor Part V: The Oldcoder Strikes Back
* Tool Refactor Part VI: Return of the Coder
* VII
* Holy shit, it compiles?!
* Nannek I completed your TODO, you owe me ice cream
* Tool helpers; telepad is compliant
* Bugtest, Round 1: Fight
Fuck refactoring disposals
* Buggfixing, Round 2: Electric Boogaloo
* Personal crafting uses tool behaviours now
* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing
* multitool_check_buffer change; removes some useless things in tool_helpers
* proc name change
* TRUE/FALSE changes
* Bugfixing, Round 3: A Good Day To Bugfix Hard
Fixes multiple issues raised by the testmerge
* Minor style changes
Fixes more compile errors. Down to 65 now.
updates << into to_chat
Down to 60 errors, also starts to port the codex gigas and law 666 for cyborg devils.
Fixes more compile errors. Down to 41 now.
Replaces timers with spawns, and <<s with to_chats
40 compile errors.
Down to 34 compile errors.
whoops, actually down to 34 now.
Down to 25 compile errors.
Down to 15 compile errors, I'llprobably need some help at this point.
Woo! Down to 7 compile errors.
Ported over devil hud. Number of errors up to 19.
WOO! It compiles. It's completely untested, but it compiles.
Adds devils to traitor panel
Implements iron, silver and salt banes.
implements flashing lights bane
Selling your soul prevents cloning, and some other methods of revival.
Implements harvest bane
Merged and sorted icons/obj/bureaucracy.dmi
Adds toy codex gigas
Fixes compile errors, adds codex gigas sprite.
Lots of bug fixes. Contracts work, devil revival is more consistant, etc
Adds missing icons for flaming contracts, summon pitchfork, summon wealth, employment cabinet, and sintouch.
Converts DEEP LORE explanations from hell to inferno incorporated.
Banishes the compile errors.
Devils come from hell again.
replaces offer drink obligation with a much more lore appropriate devil's fiddle reference
Also fixes contract bashing brain damage chance.
Undoes some changes I accidentally did to example config files.
Fixes up a few remaining bugs.
Puts in the codex gigas and employment contract cabinets.
-- Lemon - I kinda skipped this one, I'll patch it back in later because
map conflicts are suffering incarnate
Solves the devil law problem in a REALLY hacky snowflake way.
Fixes a few methods in which a hellbound can be revived.
Devils respawn with a limited number of appropriate items, instead of COMPLETELY naked upon corpse destruction. Also adds lines to example config.
Updates devil laws to be less hacky.
Objective to sintouch x mortals now greentexts correctly.
Contracts no longer cause brain damage. I didn't realize it was lethal on this codebase. Oops.
Splits dust(visual_only) into dust() and dust_animation() procs
Fixes some defines.
Adds undef statements to improve compile times.
Fixes race changes from demonic form changes.
Fixes small runtime error. (Which somehow didn't break anything?)
Implements lots of small changes/corrections suggested by CrazyLemon64
I still need to test these changes, along with other potential issues he brought up.
Fixes harvest bane and power contracts. Also adds a few </span> tag enders.
Corrects some edge cases with revival contracts.
Fixes compile error.
Reverts unneccecary change to item/weapon/reagent_containers
Cleans up the code for readability.
Prevents cloning of hellbound individuals.
Latejoins now properly have employment contracts added to employment cabinets (provided they still exist)
Infernal contracts are no longer rendered unreadable by fire and alcohol.
All fireproof paper remains readable after being fireballed, not just infernal contracts. (Though infernal contracts are the only fireproof paper atm)
Fixes an edge case problem with cloning.
Adds is_revivable proc to mind.
Removes snowflake code involving preventing soulseller resurrection.
Indulges in the sin of sloth, and copies tg's lazy list macros
Proc calls that transform the user no longer go to a null target
Fixes devil UI, human regression will keep appearance, and adds danceoff
Devil's base forms no longer suffocate inside the devil
Fixes runtimes, gets stuff working
The arch devil can now blast down walls with their pitchfork
EXTERMINATE ALL SPIRITS
Activates devil clause in voice of god
Fawks Mcclood
Feature P A R I T Y
Fixes devil bugs from testing
- Does a death refactor to make sure that diabolical resurrection works
- Walls no longer leave girders when blasted by the devil
- Getting a new body gives you a rudimentary amount of equipment to work
with to get out of maintenance or whereever
Does all the icons in a single commit on their own because icon
conflicts suck
Starting point of extra devil rebalance/fixes
Ports devil friends
Also oops tramples all over Fethas' corpse PR that's still up I need
to take care of that one
Styling fixes
Refactors Nanomob Battle terminals to utilize landmarks for positioning their battle avatars, rather than a hard-coded offset.
This means the terminals no longer require var edits or strict placement rules for mapping. Each terminal will attempt to locate the closest battle landmark and spawn their avatars there, so this also lays some very basic groundwork for supporting multiple battle arenas on a single map.
Also adds :
Mime specific spellbooks
TG wizard forcewall (mime is a subtype, will implement for wiz later
probably)
Fake finger gun spellbook in arcade
This converts the machine and mob processes to the SMC. Additionally, it
adds the Atom subsystem, which handles all Initialize() calls in place
of the old gameticker. Due to incompatibility with our atmospherics
(FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE
THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use
Initialize() as they should, instead opting for a custom atmos_init
proc that the air controller handles.