* fixes per pile lootable counts
* shovel digging element
* retooled to flag
* take two
* proc that
* sand digging
* collapse that system in too
* allow base loot
* desc
* potat
* fix that
* no making that on rocks
* oops
* var version
* prevent that dupe
* fixes
---------
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
(#18485)
* Mop do_after
Makes mop do after allow multiple uses
* Update mop.dm
* fixes
* Gets rid of these unused vars
* cleanup
---------
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* Convert alerts to a lazylist
* Convert fullscreens to lazylist
* Convert ckeys_allowed_itemspawn to a lazylist
* Convert camera lists to lazylists
* Get rid of an old unused footstep_sounds list
* Make flooring_cache a lazy list
* Fix flooring_blacklist, convert a bunch more flooring lists to lazylists
* Improve ci byond caching
* Update settings
* Whitespace changes
* Comment out merger hooks in gitattributes
Corrupt maps would have to be resolved in repo before hooks could be updated
* Revert "Whitespace changes"
This reverts commit afbdd1d844.
* Whitespace again minus example
* Gitignore example changelog
* Restore changelog merge setting
* Keep older dmi hook attribute until hooks can be updated
* update vscode settings too
* Renormalize remaining
* Revert "Gitignore example changelog"
This reverts commit de22ad375d.
* Attempt to normalize example.yml (and another file I guess)
* Try again
Shuttle tiles, default floors are still "regular".
Lava, sand, water, grass, beach, mining turfs all have sounds playing now for each footstep. <3
Massive credit to @Arokha for helping me figure out the floor system and sitting through getting it put together. <3 <3 <3
Addresses V2 atmos tiles not allowing shots over them, and reduces charge/crank time for frontier phasers, as well as buffing them - you can reload while moving. QOL! <3
* Added "Display Initialize() Log" admin debug command so you can see it mid-round.
* Ported the core of the overlays management subsystem from /tg
- Added SSoverlays subsystem for compiling overlay lists and applying them to atoms in a controlled anti-lag subsystem.
- Added vars and procs to atom which should eventually replace all direct interaction with BYOND's /atom/overlays var outside the subsystem.
- Added OVERLAY_QUEUED flag to var/atom/flags bitfield.
- Added small framework for subsystem performance tracking. So far used only by SSoverlays
- Added admin debug command "Display overlay Log" to see performance stats mid-round.
* Fix runtime on universal pipe adaptor update_icons
* Workaround for appearance_bro not initialized
Unfortuantely BYOND's initialization order is strange, and the appearance_bro var is only half initialized when map starts to load, causing errors. We temporarily fix by moving it to be a global-scoped global.
* Convert fire alarms to use add_overlay() A good first test.
* Convert turfs to use add_overlays(), eliminating the turf_overlay_holder!
- Converted as much as I could find about turf overlays to use add_overlay().
- This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack.
- This also lets us remove the anti-corruption hacks from walls and open space.
- ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue.
- Stuff like that
* Convert turf overlay interactions to use add_overlay.
Note: This is a plain and simple conversion of existing code to use SSoverlays. However I look at the line changed, and note that that line likely never fully worked as intended, as it has no way of re-applying itself.
I would make it use a priority overlay, but there is no code present for *removing* said overlay from neighbors when it is no longer required. That code should be implemented by original author.
- Converted as much as I could find about turf overlays to use add_overlay().
- This should be enough to stop BYOND from crashing, so we can eliminate the turf_overlay_holder hack.
- This also lets us remove the anti-corruption hacks from walls and open space.
- ZAS gas overlays can use priority overlays, so this also fixes the gas-goes-away-when-crowbarring-plating issue.
- Stuff like that