* a new coat of paint
* no shooting teammates on spawn for 100 damage
* datumization part 1, makes DS more OP, spacing fix
* hnng still broken but better
* breaks stuff less 99%
* mostly tgui
* oops, removes left over things from testing
* seperate tgui
* undo changes to ERT file and ERT manager
* build TGUI, front end is working
* minor fix, still broken
* this hurts me
* few small changes
* please dont fail
* mind code runs, but it doesnt work
* logging good, tgui built, will finish later
* mind code hurts, tgui should deconflict
* part one of giving up on TGUI
* 3 days of debugging, 2 lines of errors fixed
* no more unneccessary spawners
* Revert "no more unneccessary spawners"
* wow it works
* tgui, deconflict please
* a little clean up
* little more cleanup
* Sirryan addressed pt1
* Oops should commit this before the next commit
* DS isnt an option in one click antag, nuke it
* oops forgot this one small bit
* wow, simple code works
* oops, forgot to address, doesnt fix headset
* ds headset was broken long ago
* removes testing implants
* addresses requests
* get addressed code, you will be good
* few code improvements
* address moxian
* Makes deathsquad naming consistent
* this comment is true again
* a little precaution to stop AFKs
* no nuke code? no problem
* bing bam boom, more addressing
* no more runtimes I think
* clarified a few things
* gloves now show again following #18190
* Update code/game/objects/items/weapons/explosives.dm
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* okay I'm a bit stupid
* deathsquad jumpsuit desc update
* CI my beloved, have a fix
* deathsquad gets their proper icon
* Revert "deathsquad gets their proper icon"
This reverts commit a52519305b.
Co-authored-by: Charlie <69320440+hal9000PR@users.noreply.github.com>
* crawling?
* knockdown. CONTAINS CHANGES THAT NEED REVERTING
* plotting can_moves death
* CANMOVE IS DEAD
* mappers are insane
* removes todos as the are todone
* decreases crawling speed
* silly-con fixes
* surgery fixes
* fixes death
* pAI fixes
* removes var/lying
* runtime fix
* decreases default crawling speed
* correct crawling dir
* some more fixes
* stunbaton tweak, revert later
* rejuv fix
* restraint and incapacitated refactor
* crawling dir in line with TG
* fixes vehicle movement and grabs
* alien rest fixes
* antistun fixes
* fixed fall sounds
* forgor to stage this
* first review
* canmove zombie dispersal
* fix
* lots of fixes
* defines
* fixes the trait helper
* if you got no legs you can still crawl
* sillyconfix
* no reverty keepy
* jaunt fix
* hopefully fixes perma sleepy zzz
* admin rejuv temp fix
* rest canceling
* antistun chems now remove knockdown
* buckle offset fix
* fixes some stuff
* crawling delay = 4
* descuffs bed
* sleeping hotfix
* fixes simple mob resting
* V is the macro for resting
* projectiles no dodgy
* refines the projectile check
* god I hate strings
* MORE FIXES
* I hate buckling
* fixes capulettium plus
* winding down
* farie review
* bugs did stop showing up
* SEAN
* todo
* sean review
* ed209
* i HATE cyborgs
* steel review
* laaaaaast things
* reverts stun baton changes
* and done
* 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!
* lessens the use of GLOB.landmarks_list
* delete redundant blob icon
* Apply suggestions from code review
Co-authored-by: moxian <moxian@users.noreply.github.com>
* review part 2
* aa review
Co-authored-by: moxian <moxian@users.noreply.github.com>
* prox component update
* mochi review
* bug fix, makes proximity sensors always active
* GC fixes and removes an unused proc
* Disposal fixes from TM
* fixes runtimes when objects created in nullspace runtimes, fixes portable flasher
* a fresh perspective
* lewcc review
* adds comment about direct loc setting over forceMove