* Techwebs
* Add basic stock parts
* Techweb production machines
* Circuit Imprinter
* More work
* More designs
* More designs, nodes'
* More more
* Better sorting for designs
* Add the exosuit fab'
* More conversions
* More and more and more
* mechfab parts
* Modsuit Designs
* Pinnace baron
* Equipment
* more mechfab
* vehicles
* more mecha
* Micro mechs
* Update mechfab_designs.dm
* no time
* zero
* Update mechfab_designs.dm
* Prosthetics Fabricator and fixes
* Update maps to use new parts
* Whoops, fix a few maps
* Fix lint error
* Port scene tools
* Fireworks~~
* Don't label the sex toys as sex toys
* Fixup maps in TGM format
26517b7122: maps/virgo_minitest/virgo_minitest-1.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* Significant portion of designs converted
* Fix paths
* Fix tgui lints
* Just a whole bunch of designs
* Almost doneeee
* ALL DESIGNS CONVERTED
* Merk all of the old stuff
* Fix a few errors
* Fix more errors
* MORE FIX
* Make server control work
* Undo changes to archive
* Fix a TODO
* Make disks work
* Start the long process of finishing the node tree
* One more oops
* All mechfab designs
* Add departmental protolathes
* Down to 200 designs unsorted
* FINISH TECHWEBS
* Fuck whoops
* Remove the debug verbs
* Little map tweaks
* Fix mousedrop
* More map fixes
* Upstream bug lmao
* guess CI hates this
* Fixup maps in TGM format
fe062e7bc4: maps/tether/tether-03-surface3.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* I gotta stop committing this
* Change scree requested
* Make science able to print implants too
* Fix ghost spawns
* Move NSFW gun
* Merk partbundles, make janus module work
* Pretty animation when you complete the tree :)
* Don't display designs you can't print
* Move security protolathes to warden's office
* Make servers recover from power failure gracefully
* Make fabricators drop their mats on the ground when destroyed
* Ore Silo
* Make CI happy
* Fixup maps in TGM format
fe062e7bc4: maps/tether/tether-05-station1.dmm
Automatically commited by: tools\mapmerge2\fixup.py
* Fix MC crash
* Make experiscanner work for borgs
* I REALLY gotta stop committing this
* Make scientists and the RD spawn with an experiscanner
* Lock NIFs behind scanning mice
* Make Biome happy
* Allow scanning Cocoa and Kendrick in case they can't find mice
* Change from Kendrick to Ratthew, ;help maint, or Brick
* Change the name of the /rat/pet class so the experiscanner is more helpful
* Add departmental_flags to a bunch of things
* Remove a few things from security's techfab
* Add a second engineering lathe to atmos
* Fix runtime recycling rig modules, add name to cost sequence
* Add a discount experiment for scanning slime cores
* Change some fluff and shuffle chameleon clothes to bluespace yadayada
* Make closets alt click immune
* Do a bunch of sorting
* Silly
* Hopefully fix all infinite material bugs in techwebs
* bad merge
* quick ai fix
* fix some robot stuff
* axe downlaod fully
* list
* no ref
* easier readable
---------
Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
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* .
* .
* ok last set for the night
* .
* .
* .
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* some more
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* all for now
* .
* some more easy ones
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* .
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* some more bolds
* oups auto complete moment
* add the remaining spans
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Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.
Computer boards are now in /code/game/objects/items/weapons/circuitboards/computer/.
Buildable machinery boards are in /code/game/objects/items/weapons/circuitboards/machinery/.
Everything else is just in /code/game/objects/items/weapons/circuitboards/.
The circuitboard parent definition is in /code/game/objects/items/weapons/circuitboards/circuitboard.dm.
Did some minor renaming and capitalization fixes on the boards.