* Begins the Project
* Move things to where they belong, if viable.
* Merge and move those files.
* Finish filenames, fix Taj ears.
* Tweak to Ater's Requests
* Adds two new antag augments
* Adds two new antag augments
* Adds two new antag augments
* Adds two new antag augments
* Adds two new antag augments
* Adds two new antag augments
* Adds two new antag augments
* Adds two new antag augments
* Changelog
* Adds two new antag augments; Satisfies Travis
* Pleases Travis, except competently
* Adds two new antag augments; with less incompetence
* Adds two new antag augments; with less incompetence
This is being done to help facilitate the transfer to TGUI. These
commcards are part of a project that never really got finished, and the
majority of them do not even function in their current implementation,
with only barebone templates and half-made integration.
While it would be neat to have these function one day, I believe it
would be for the best to remove their current implementation wholesale
as this commit does, and allow them to be reintegrated at a later time
when communicators have been converted to TGUI and NanoUI has been
eliminated.
Engines will now be randomly placed on mapload, maintainers will need to update the server config to enable the system.
Add this to Config:
\# Control which submaps are loaded for the Dynamic Engine system
ENGINE_MAP Supermatter Engine,Edison's Bane
This will load either Supermatter or Tesla based on randomization. If you'd prefer to just stick with SM, remove "Edison's Bane" from the config file and leave in Supermatter Engine.
The way this is done DOES require the engine load system to be used, but it should pave the way for more modular engines in the future!
This also allows older maps to be loaded with hard-coded engines, if you comment out the line in config to disable it, it will skip engine loading.
If there's any issues, refer to the relevant submaps to tweak 'em. <3
TL;DR - Supermatter is now changed to on-mapload, Tesla added as option for mapload engine start. Remove the "Edison's Bane" from config and put the entire line into your config to make the engine work now. :blep:
Please merge this quickly, it will produce conflicts.
* Synthetics display monitor
Does a change to the synthetics monitor heads and other heads that have displays, allowing them to have those displays without using a mask, using a proc that is given to them. works by basically replacing eye sprite.
* changelog.
* removes the monitor mask item.
* switches && for || in line 363
* moves line of code
- Moved the missiles into a proper projectile file.
- Made it so the missile launcher actually FIRES things instead of throwing them and priming the missile.
- Copy things from TG for how the explosions are handled. Just use a regular explosion, that's weaker if it hits people.
- Updated the missile to an animated version from Teegee and stole a couple of their sprites too.
Adds a mech vs mech combat system for the toy mechs earned from arcades and found around the station. You can initiate combat with yourself by hitting a toy mech with another toy mech, or fight another player if you attack a player holding a mech with a mech.
Each mech has its own health stat and special ability that they'll use in combat against each other. How exciting!
Also slightly refactors toy locations and changes toy mechs from being JUST prizes to their own proper toy subtype!
Upstream of https://github.com/VOREStation/VOREStation/pull/8665
* Begins work on internal exosuit components, similar to Borgs.
* Large volume of work on exosuit components, Durand is tweaked to be higher cost in time and resources, since it requires AP to damage, without ions or explosives.
* Component Sprites
* Actually implement component repair, I knew I missed something.
* Magic numbers, properly typed lists, and indentations oh my
* Changeling
Adds a HUD for observers
Adds a HUD for rigs and mechs
Adds up/down buttons for AI hud
Add more tg style alerts
Fix some bugs with the tg alerts
Improve icon_states usage by caching it
Redo how respawning works, add a button to ghost hud for it