* 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
* 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
* new benches, colourable sofas, directional beds
* removes bench corners
* slight sprite tweak
* inverse corners!
* removes rotatable beds due to mob jank and bedsheets
* fixes that one freaking always wrong cyberiad sofa
* make things use the in-built spraycan menu
* Area tweaks
* Update oldstation.dm
* When you are Near Space
* 2 missed lattices...
I love catching things I missed in a screenshot...
I need a finer comb.
* Upgrade in Progress
* Wrong AI
* Tidying Up
* Oh no
TFW you forget to replace the scrubbers and vents
* Removes Powergamers
This is why we can't have fun things.
* Toys Fill the Void
* Concord
* Update delta.dmm
* Update delta.dmm
* Amity
* initial
* shuttle shenanigans
* fixes lockers
* yeets this
* merge conflicts
* feedback changes
* deletes batman
* Further feedback
* christa tweaks
* conforms window tint ID var with box
* merge conflict part 2
* tweaks
* restores directions to these, oops
* a full commit to move one switch 6 px
* camera correction
* Lightfire review
* merge conflict fix
* donut
* oh lawd here come the maints
* big shuffle time
* Lightfire review
* disposals and double doors
* further tweaks
* prevents cargo shuttle from mounting the station
* changes applied
* Virology air tank now holds contaminated air.
* Fix viro air on meta too.
* Disconnect viro air from distro completely
* Add pump distro overflow; apply same treatment to metastation
* runtime fix
* i hate box
* quick fix
* da cryopods
* one last camera i hope
* okay
* i forgor 1x lattice in A-S solars
* oh and toxins test lights
* turbine area fix
* ok
* somehow reverted to a sighly older version, everything should be okay now
* nearstation fix
* as described above
* as above
* i think we're deconflicted now(please for the love of god list your changes more clearly next time)
* g
* as above
* wait one
* DECONFLICT
* made ATM nudges to be consistant with all other maps, moved a floating cobweb and invalid var set on a O2 locker
* as above
* rogue pipe and window var set fixed
* pump varedits removed
* tile fix
* as abovve
* layering fix at gateway
* 1x light removed in gateway room
* one last area fix
* cam move outside bs office
* cryo dorms intercom fire alarm and air alarm
* buttons fix on arrivals airlock
* cam moved off glass near vault
* above
* more stools
* above again
* hop console
* access fix
* ^^
* layers
* yes i missed a single light in the HOS's office
* one more in sec office
* area fix at armoury
* door fixes
* gulag dock wire fix
* 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!
* disabler only turrets in black market packing gateway
* fixes burst weapons not properly having weapon spred when dual wielded
* Revert "fixes burst weapons not properly having weapon spred when dual wielded"
This reverts commit 4b9b820a98.
* Taking Inventory
Also fixes a few area glitches (looking at you, Meta)
* Further Refinement
* Moar
* Congratulations, you played yourself 2: electric boogaloo
* Peacenik
* Reeee
* Reee2
* Floor dirs
* Neutralfull
* Floor dirs bad
* Strongdmm not cleaning default vars somehow
* Probably unconflict
* Only you can prevent floor dirs
* Oh ew I missed some
* Dark floors
* White this time
* Grimy
* More white tiles
* The actual deconflict.
* In which I discover the heresy that is dir 0
* The work never ends
* Insert commit name here
* cc fixes, gamma armoury changes
* reverts the fixes
* how did these change, who knows, here's a revert anyway
* merge master
* what the hell am i doing, i dont know
* fixes weird lathe stuff