* Fix up critter holes
* Fix up critter holes
* pai rewrite compat
* Update unified_ghost_hole.dm
* works fine for me
* explicit glow effect
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
* starts da map
* starting to shape up I think?
* moar edits
* we got lots more stuff now
* we got dorms now :)
* moar doarm and PRIVATE GAME ROOMS WOAG
* adds chip machine
* tidy dis up
* oops
* pretties up private game rooms a bit
* ok now the chip dispenser works
* Adds resleeving stuff
* Adds pixel-displaced children of punlic paintings
* mmmmmm maint stuff
* adds VIP rooms and more maint stuff
* that's a lotta shit made woooo
* its almost... done... (the main building is anyway)
* Let's get this bih to actually load
* And let's get some proper areas separating indoor and outdoor
* Makes casino hall turfs actually render as intended
* WE HAVE AREAS NOW
* don't need this big ol file any more
* MOSTLY finishes the mai nbuilding
* finally finishes the main building (for now)
* does some exterior stuff but now it's crashing WHY
* oops
* adds subvariant of floodlight that starts turned on
* adds areas for well, secret areas
* TOO MUCH new shit
* Does a silly thing to make properly underwater cave turfs
* adds "open" underwater turfs that are functionally transparent divable turfs
* more funny secrets
* Makes open water turfs show a darker view underneath for visual clarity
* okay I think it might be done now
* makes indoor water effect look a bit nicer
* I ALMOST FORGOT
* engoodens code surrounding multiple auto-resleevers existing
* FUCK
* DOUBLE FUCK
* Lets things with GLASSPASS move through TGMC widnows
* actually it makes more sense for the TF gun to be here
* Makes 🏴☠️ secret a bit nicer
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Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* Port /datum/status_effect system
* Port fire stacks to status_effects
* Fixes and adjustments to wetness
* One last little thing
* Fixes these compile errors
A few things on the backend got updated...Adjusts them here.
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Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
* first adjustements
* few more
* construct
* next
* next set
* next
* next
* next
* next
* next
* .
* last non modular set
* make it compile
* .
* .
* change that
* synx
* teamush
* override fix
* TEAMUSH
* adds organ sell element
* adds pick color
* get rid of these chompcomments
* removes chomp comments
* Update gaslamp_vr.dm
* zipgun
* zip and synx
* fixes synx
* Update topic.dm
* move the trash verbs
* .
* .
* .
* port
* Update rakshasa_trap.dm
* Update slug.dm
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Co-authored-by: C.L. <killer65311@gmail.com>
Co-authored-by: Selis <12716288+ItsSelis@users.noreply.github.com>
* spooky
Adds horror organs and reworks the redspace effect
Proper organ names & tweaks
- Lowers time of the internal organ surgery steps. Min&max is the same
- When going to remove an organ, it now shows you the name of the organ instead of 'what it is'
- Removes the inability to put dead organs in bodies...Even if it's dead, you can still physically put it back in.
Fixes everyone that was missing spleens
Fixes worm meat not runtime when cut
Stumbled across these...Fix them to forcemove
* LINT
* fine you win DM
* Secret~
* Motion tracker basics
* force unsubscribe on destroy
* remove tracking on destroy too
* missing include
* use new art
* logging
* per client echos
* toggle verb
* vis things not needed, and reset vis option if resubbed
* blind and deaf should affect this
* feedback on toggle
* teshari gain vibration sense, lose listen in
* xenochi too
xenochi also get vibration sense
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Co-authored-by: Willburd <7099514+Willburd@users.noreply.github.com>
* Add screen helpers, reorganize action button files
Separates screen objects from datums in action button files
* Add a mouse drag indicator to movable screen objects and use new helpers
* Fix shift-clicking actions to reset position
* Fix dreamchecker errors
Added new verbs to the EventKit tab: "Map Message - Create", which spawns a new red admin environmental message, this one does not delete other messages placed by the user, allowing GMs to place as many as they want. "Map Message - Remove" which lists all env messages in the world by their message text, allowing admins/GMs to remove any particular one.
The main purpose of these is for event stuff really, I thought it could be useful for setting up a specific description of something not-visible on a tile.
Added a new maint pred ghostpod for redgates. I have added two of these to redgates that I made only (for now). They are normal ghost pods but are always available from the start of the shift. The can be found in the find ghost pod verb and are called creature holes.
Made a lot more mobs in my own redgate maps ghost joinable. Generally one of each type of mod that isn't a humanoid.
Added a 25% chance for each mob to become ghost joinable from the semi-random vore mob spawners used in redgates. This applies to the passive and retaliate spawners only.
Also made the other redgate maps available on the SD again.
Added a new redgate islands map. This consists of two Z-levels: An ocean with a few islands to visit, many with vore mobs on them. An underwater Z-level with lots of things to find hidden around the ocean floor, a little more sparse on vore mobs.
Added a new underwater turf. Standing on this turf feeds you CO2 instead of air, suffocating you. It is a subset of water turfs, and therefore interacts with aquatic, which also allows you to breathe on these turfs. This does mean that you can use the "dive" ability of aquatic under the water too, but it can be treated as though you are swimming up above the sea floor.
Added a "diving" subset of the ocean turf, which allows you to dive down to the turf beneath it, or to swim up from below. Uses normal move up/down verbs.
Added a bunch of underwater flora.
Added a collapsed ships mast prop.
Added a new variation of Fake_Sun that applies a new underwater weather effect and has only one option for the colour and brightness.
Added a new "vorny" variation of the great white carp. This one is very hard to escape from and digests quickly, but is stunned if you manage to do so to give you a chance to flee.
Added a new water resistant and friendly hiveless hivebot called Harry.
Added a couple of creative commons 0 sound effects for the ocean and underwater areas.
-Adds neutral height/width changing body shape traits available for all, based on the polaris modifier traits. (tall/taller/short/shorter and fat/obese/thin/thinner) The height traits are mutually exclusive only with other height traits, same with width traits so you can be extra tall and extra wide at the same time.
-Makes our mob size_multiplier stuff compatible with icon_scale_x/y stuff.
-Brings back proper tile alignment and adequate space for character previews, which now also scale correctly, and properly preview sharp/fuzzy scaling effects and the body shape traits.