mirror of
https://github.com/fulpstation/fulpstation.git
synced 2025-12-09 16:09:15 +00:00
c5ab1aa2908ff4467b3ee2a570f4c665b10d1bbb
990 Commits
| Author | SHA1 | Message | Date | |
|---|---|---|---|---|
|
|
942751868e |
[MDB IGNORE] [IDB IGNORE] March '25 TGU (#1386)
* TGU |
||
|
|
48e755b12a |
January '25 TGU (#1326)
* January 2025 TGU * removes fulpui package * Fixes maps * fix for beef cyto * fix for 516 |
||
|
|
d7600edaa7 |
Restores parity with /tg/ upstream, TGU late december 2024 (#1300)
* Removes the sec record computer from the icemoons agent (#88545) ## About The Pull Request it is gone, no more record deletion. ## Why It's Good For The Game i made this map but i'm pretty sure i didn't add this computer there, having the opwer to delete records just completely fucks over sec and isn't fun to go against ## Changelog 🆑 map: removed the sec record computer from the Icemoon Listening Post. /🆑 * Automatic changelog for PR #88545 [ci skip] * Pet Commands QOL . makes pet commands easier to use (#88495) ## About The Pull Request this PR improves the UX of pet commands a bit. i decided to expand on their radial menu. You can now hold shift and hover over your pet to display a menu of commands which you can choose from. alternatively, you can still type out commands in chat https://github.com/user-attachments/assets/9da7f7ea-58a3-4fd6-b040-45cc05cda51d ## Why It's Good For The Game makes pet commands easier to give out when you're managing more than 1 pet. also fixes the fishing command not working. ## Changelog 🆑 qol: holding shift and hovering over your pet will display a list of commands you can click from fix: fixes the fishing pet command not working /🆑 * Automatic changelog for PR #88495 [ci skip] * Removes an extra proc override in digitigrade pref logic (#88525) ## About The Pull Request they're doing the same thing and this one does a bitfield check when the value it's checking is a number, technically it works as intended right now but if we ever added more - it would break. ## Changelog 🆑 grungussuss code: removed an extra proc override in digitigrade legs preference logic code /🆑 * Automatic changelog for PR #88525 [ci skip] * Obliterates the survivors of sound/voice from orbit (#88429) ## About The Pull Request merge skew from a pr before the sound file reorganization ## Changelog no player facing changes * Add reboot countdown to stat panel (#88438) ## About The Pull Request Rewrite ticker `Reboot` proc slightly to use a timer and callback for the delay before the reboot, tracks this timer in the stat panel for players to see. Also adds a verb to cancel a pending reboot independent of the delay round end verb. ## Why It's Good For The Game It's nice to be able to see exactly how much time is left until the server restarts, and it's even nicer to see that the round end has been delayed when the "admin has delayed round end" message gets buried in a fast moving chat. ## Changelog 🆑 qol: The time until the server reboots is now visible in the status tab. admin: Added a cancel reboot verb to the server tab. /🆑 * Automatic changelog for PR #88438 [ci skip] * Nuclear Operatives can buy a vintage pinpointer from the Badassery shop section (#88621) * Automatic changelog for PR #88621 [ci skip] * Turtles (#87493) ## About The Pull Request adds turtles to the game! but these aren't your typical turtles.  these are flora-turtles, with giant trees growing on their shells. These trees can emit fields which affects nearby hydroponic plants. Initially, the trees start out as young buds, from there the tree can evolve into different types depending on what you feed the turtle. Feeding them pesticides causes the tree to blossom to be purple. this tree's fields will help kill some pests and weeds in nearby plants. Feeding them nutrients gives you the green tree, the fields will heal nearby plants Feeding them mutators like uranium or left 4 zed gives you the yellow tree. the fields increase instability of plants The turtle will emit these fields every once in a while, ONLY when its feeling happy. therefore you'll have to pet it, clean it and feed it every once in a while to keep it satisfied. You can view the turtle's happiness by shift clicking it. https://github.com/user-attachments/assets/a47136a1-06a1-419e-acc2-2f6f4468e296 The turtle only eats seeds. after eating a seed, itll process it and spit out its corresponding fruit! (for example, feeding it an apple seed gives you an apple). itll also sometimes playfully headbutt your legs and it loves going around smelling the scent from nearby plants you can get these turtles by fishing the hydroponics tray or by ordering them through cargo. ## Why It's Good For The Game adds a new fun way for botanists to take care of their plants. While these turtles alone arent enough to fully replace plant dedicated nutrients, they add small extra support. ## Changelog 🆑 add: adds flora-turtles. obtainable through cargo or by fishing from the hydroponics tray /🆑 * Automatic changelog for PR #87493 [ci skip] * Rolling tables can be rolled up again (#88628) * Automatic changelog compile [ci skip] * Automatic changelog for PR #88628 [ci skip] * Admins can now return the shuttle back to the station without ending the round (#88521) ## About The Pull Request Per DarkenedEarth's request on discord, adds a new Fun menu secret which makes the shuttle go back to the station after a configurable delay with an announcement (also configurable). After docking at the station it behaves like BYOS (still requiring to wait for it's arrival despite it being docked). ## Why It's Good For The Game Admins want it to hunt early EORGers or make events or something like that. ## Changelog 🆑 admin: Admins can now return the shuttle back to the station without ending the round /🆑 * Automatic changelog for PR #88521 [ci skip] * Fixes showers not passively washing objects (#88666) ## About The Pull Request Closes #88643 ## Changelog 🆑 fix: Fixed showers not passively washing objects /🆑 * Automatic changelog for PR #88666 [ci skip] * Kissing while you have the ink infusion ability off cooldown gives you an ink kiss (#88556) ## About The Pull Request Kissing while you have the ink infusion ability off cooldown gives you an ink kiss. This ink kiss behaves identically to a normal kiss but also creates a ink spit projectile and calls on_hit(target) on its own on_hit (not on_harmless_hit) ## Why It's Good For The Game I think it's funny to kiss people and splat them with ink. I did not test this because apparently worktrees dont work with pressing f5 ## Changelog 🆑 add: Kissing while you have the ink infusion ability off cooldown gives you an ink kiss /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Automatic changelog for PR #88556 [ci skip] * [NO GBP] Fixes moth wing stabilization working in zero-g as long as you keep moving (#88552) ## About The Pull Request Didn't run the check in stabilization code, also fixed a forgotten comsig unreg ## Changelog 🆑 fix: Fixed moth wing stabilization working in zero-g as long as you keep moving /🆑 * Automatic changelog for PR #88552 [ci skip] * Automatic changelog compile [ci skip] * plumbing catalyst storag (#88404) ## About The Pull Request see title also see video https://github.com/user-attachments/assets/23e2d128-1175-4779-87cf-74a4d4e6e1c1 ## Why It's Good For The Game doing in 1 machine what was once done by 3-4 is nicer for the chemist. less materials wasted and more space available to play around in. also has the side effect of making the output slightly higher since time spent transferring catalysts can now be spent on transferring reagents that are consumed instead ## Changelog 🆑 add: catalyst function for plumbing reaction chambers /🆑 --------- Co-authored-by: SyncIt21 <VLord3D@gmail.com> * Automatic changelog for PR #88404 [ci skip] * [NO GBP] Fixed aquariums auto-feeding (#88660) Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> * Automatic changelog for PR #88660 [ci skip] * Computers can act like cover and will no longer never allow projectiles to pass over them (much l like barricades) (#88646) Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> * Automatic changelog for PR #88646 [ci skip] * Lowers cooldown on hotkey spell selection (#88503) * Automatic changelog for PR #88503 [ci skip] * Navigate verb now indicates areas above or below you (#88505) * Renames UpdatePath script name for consistency (#88520) * Automatic changelog for PR #88505 [ci skip] * Lava ignores thrown mobs (#88640) * Automatic changelog for PR #88640 [ci skip] * Add circuit component for slime processor (#88463) Co-authored-by: Arae <230020345@stu.vtc.edu.hk> * Automatic changelog for PR #88463 [ci skip] * Fixes big manipulator manipulating laws of physics (#88677) * Automatic changelog for PR #88677 [ci skip] * Fix tgui chat panel z-fighting on BYOND 516 (#88663) ## About The Pull Request Port of https://github.com/ParadiseSS13/Paradise/pull/27676 and https://github.com/VOREStation/VOREStation/pull/16734 > Instead of relying on `is-disabled` and `is-visible`, which BYOND happily will automatically change for you whenever you send a client text, we now use a Child element to swap between the legacy output and browser output in separate preset panes. > > TL;DR: chat would flash white under 516, now doesn't I cleared cache before each test video below, just to be 100% sure <details> <summary>Testing Evidence: BYOND 515</summary> https://github.com/user-attachments/assets/8d661cc3-585e-4f8e-9399-76df8bc0a281 </details> <details> <summary>Testing Evidence: BYOND 516</summary> https://github.com/user-attachments/assets/c0d31fb4-6ef5-4d49-81a8-c767c5e24cc2 </details> ## Why It's Good For The Game flickering chat hurts my eyes ## Changelog 🆑 Absolucy, ShadowLarkens, S34N fix: Fixed chat rapidly flickering in BYOND 516. /🆑 * Improve and extend `fieldset_block` and `examine_block` (#88678) ## About The Pull Request Maked `fieldset_block` and `examine_block` more stylish and neat, also `fieldset_block` no longer has a centred title. Renamed `examine_block` to `boxed_message` and adds `custom_boxed_message` which can be colored. - AdminPMs, admin tickets and vote results has been wrapped into `fieldset_block` for comfort and visibility - Health Analyzer results painted to blue - Vote notice and tips of the round wrapped to purple `custom_boxed_message` - Tooltip text border color, now uses text color, not just white ## Why It's Good For The Game Demonstration in both themes <details><summary>Dark</summary>    </details> <details><summary>Light</summary>    </details> ## Changelog 🆑 qol: AdminPMs, admin tickets, vote results and started vote notification are now much more visible in the chat. qol: Boxed messages in chat (like examine), has been restyled. /🆑 * Automatic changelog for PR #88663 [ci skip] * Implement Edge DevTools (#88679) ## About The Pull Request Implements Edge DevTools for 516 users (coders) Thanks to [S34N](https://github.com/ParadiseSS13/Paradise/pull/25363) <details><summary>Images</summary>   </details> --------- Co-authored-by: AnturK <4047233+anturk@users.noreply.github.com> * Automatic changelog for PR #88678 [ci skip] * Updates href uses for 516 (#88699) ## About The Pull Request Was just scrolling through the Paradise github since they seem to have more work done for 516 to see if there's anything I can port over, found this and thought why not. Ports parts of https://github.com/ParadiseSS13/Paradise/pull/25105 Specifically, updaing all hrefs to use the internal ``byond://``, and adding it to grep. ## Why It's Good For The Game More work towards 516. ## Changelog Nothing player-facing. * Fixes hugging away your own terror (#88688) * Automatic changelog for PR #88688 [ci skip] * this is fine * normal; * Revert "this is fine" This reverts commit |
||
|
|
5c84b165cf |
october tgu (sylvia blue name app) (#1264)
Octuber TGU |
||
|
|
2d1453f024 |
Players can now start a shuttle vote 2 hours into the round (#1261)
* Adds the public shuttle vote * QLA's Rewording Co-authored-by: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com> * QLA's Signature change Co-authored-by: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com> * QLA's Rewording 2 Co-authored-by: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com> * I do like the comma, though. * QLA's Rewording 3 ; Removal of S.M.I.L.E. per maintainer request * Missing line * Oopsie Daisy Co-authored-by: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com> * One slash too many. Also a period --------- Co-authored-by: QuiteLiterallyAnything <154708292+QuiteLiterallyAnything@users.noreply.github.com> |
||
|
|
9bd86e85b5 |
June/July TGU: Loadout menu, flatpackers and... whatever else! (#1230)
* Initial Commit
* Not quite all was staged, apparently.
* Multiline no longer necessary
* For my convenience...
* Forgot an important little tidbit in routes.tsx
* This updated, apparently.
* And now hell breaks loose
* First batch
* Second Batch
* Third batch (Unit Tests)
* Improvised shotgun ammo is gone; Vibebots are refactored
* UpdatePath sweeps in our fulp_modules/_maps folder
* I can't bring myself to do it.
* Map stuff
* Didn't mean to leave this uncommented
* I carpet-bombed them with Find-Replace. Let's see what linters think
* I sure do hope this is comprehensive and doesn't break other things
* This may take a while
* Next Round
* Hopefully the last batch before getting on with actual fixes
* Telescreens
* :/
* Stragglers
* Helio Emergency Shuttle; NearStation adjustments.
* Only one more commit for greenchecks... Shuttle code be dammed.
* Pff, the file was missing
* Same treatment as the other map files.
* Missed a comma :P
* BZ chambers for Xenobiology
* Odd. Most of these got done earlier. Not sure why this one wasn't.
* Mapping sweep. I didn't adjust C_tags in Theia. Another time.
* The balloon alerts overlap
* I hate TGU I hate TGU
* I meant to say "I hate TG" on the last one. Freudian slip.
* Fix Fix
* Nanite research cost rebalance
* TGU-Update: Step 0
* Yeah I figured it'd do this.
* I accidentally undid this
* Failed to catch this one
* I don't trust hundredths not to break or be broken somewhere.
* Little air alarm tweaks
* Ports #1228
* Stuff I missed
* Silly
* TGU so nice we're going to make it thrice
* Yarn
* Should be all? Fixes cult stun too.
* Thermomachine layers
* Free square spellcheck to rerun tests and see if it's consistent
* All credit goes to QLA for reminding me to actually do this
* Update to
|
||
|
|
38091b4914 |
April TGU: Virologist is gone (#1200)
* Initial merge * Map files * dme mon ami * Cult span renames * updatepaths * AltClick renamed to click_alt * beefman hair color stuff * bye bye beefman viro * get_all_gear * Updated mentor refresh verb * bloodsucker rack atom_deconstruct * removed LateInitialize from nanites machines * brain trauama now calls parent on_lose * readme * greyscale fulp edit * arrival sound fulp edit * tgui routes fulp edit * build.js fulp edit * fulpui-patches * Missed a couple of shuttles * tgui files * Map updates * tgui tweaks and screenshots * fixed typo * halloween beacon texture * Vault piggy banks * beacon icon fr * Selene cargo chat console * selene labour shuttle * Photobooths! * Moved photobooth button on selene * Theia updates * Reset maps.txt * Order consoles * Ports TG's #82906, fixes plasma cutters * Theia vault piggy bank * CLICK_ACTION_SUCCESS for coffin alt clicking |
||
|
|
a4ae8ba452 |
Adds Theia (formerly Fulpstation) Station (#1107)
* what * I have no idea what I'm doing christ almighty * Update Fulpstation.dmm * Update Fulpstation.dmm * Update Fulpstation.dmm * Update Fulpstation.dmm * Update Fulpstation.dmm * Update Fulpstation.dmm * Update Fulpstation.dmm unfucking things I fucked up earlier * Update Fulpstation.dmm bitden area fixed * Revert "Update Fulpstation.dmm" This reverts commit |
||
|
|
a6070faf3a |
TGU - 3/14/2024 (#1154)
* TGU - 3/14/2024 * a * nanite source fix * Fixes Cargo * Fix polling mutating its target's plane and layer * Fixing cargo 2 --------- Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com> |
||
|
|
5ece8eeacb |
TGU: belated February edition (#1129)
* tgu * ok.. * they killed the fucking grab proc im not fixing this * fixes some map shit * huh * Merge remote-tracking branch 'tgstation/master' into tgu24 * this is weird af * idk what went on with this merge but ig its fixed * fixes windoors * this time for realsies passes * i promise now it does * fixes tgui + add boulder |
||
|
|
d5a8187c58 |
January tgu (#1094)
* tgu * btfo * Barsigns * tgui fixes * Map stuff * pubby morgue * . * ... * fixes varedited slime extract * Merge remote-tracking branch 'upstream/master' into january-tgu |
||
|
|
e81bcb320c |
MAFIA MAFIIIAAAA MAFIAAAAAAAAAAAAAAAAA (oh and tgu i guess) (#1077)
* tgu * utter bullshit * fixes more bugs * a * barsign bullshit * Update barsigns.dm * bitrunner update * infiltrator bullshit * ports 2 gamebreaking bug fixes * mentorwho is now in a block * Sec mech bay for fulp maps * merge conflict * oh man im pushing this to map depot --------- Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com> |
||
|
|
2f028886fc |
Late September TGU: Bitrunning and other stuff probably (#1053)
* September TGU: Initial commit * September TGU: Updates wounds * some mob changes * September TGU: Removed infil tool parcel * September TGU: Spider path change * September TGU: Updated m_intent to move_intent * September TGU: Refactor of no_transform to trait * September TGU: Removes BEPIS machines o7 * September TGU: Vomit refactor * September TGU: Fixs typo * September TGU: FULP EDIT Adds our greyscales folder to a sanity check * September TGU: Implemented icon_for for beefmen * September TGU: Occupancy limits for shuttles * September TGU: Added bitrunning to helio * September TGU: Added bitrunning to selene * September TGU: Pubbystation bitrunning * September TGU: Added cams to bitrunner rooms * September TGU: Appeasing linter * September TGU: More linter appeasment * More linter * i love unit testing !!! * more unit test fixes * Maybe fixes screenshot test * Removes bitrunning unit test. This exact change has already been made on TG's master, right after i copied stuff over from there * Nah we just ignore it whatever * Accidentally updated maps.txt oopsie * Removes bitrunning unit tests This has already been done on TG * Fixed TGUI (missed a tg edit) * Made a TG edit more visible * Removing self-assigning objectives until we have a policy on that * Maps now use proper MOD crate * Ports chaplain offering fixes * Ported #78622 from TG * Merges helio rewiring * oooooh spooky Ports #79062 from upstream * Fixing mapping issues |
||
|
|
26a9e97803 |
August TGU: Wall leaning, ponies, cardboard IDs, smoothbore disablers and MUCH MORE! (#1032)
* this shit is like the ship of theseus bruh * forgor dme * updates maps * some fixes just halfway through * guhh * ok * whoops * this one too * that was such a stupid fix WHY * fixes fulp ruin |
||
|
|
64d85bf269 |
july tgu (#1019)
* kok * K * mafuba * pop * k * t * w * updatepath * updatepath2 * updatepath3 * dirt * m * Update screenshot_antag_icons_monsterhunter.png * Create screenshot_humanoids__datum_species_human_felinid_nobraindamage.png * Update beefman_limbs.dm * maptext tweaks * abductor fix * delam counter --------- Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com> |
||
|
|
66d243abec |
tgu (#995)
* tgu * tgui * Fixes compile errors & Updates Beefmen * Smartfridges * Coroner stuff * fix helio fridges * ci errors * Update russian.dm * Pubby Fix (#58) among us * helio fix and wounds fix * re-adds features * Adds a mentor log category * Update exiled_king_basic.dm (#59) --------- Co-authored-by: Ray <64306407+OneAsianTortoise@users.noreply.github.com> Co-authored-by: SMOSMOSMOSMOSMO <95004236+SmoSmoSmoSmok@users.noreply.github.com> |
||
|
|
62ef201552 |
Removes 2 TG edits & TGU (#975)
* deletes our yarn and moves fulp edit to a proper fulp edit * tgu * retgu * reasonable fixes to maps * fixes to pubby & selene * test commit * Update tgstation.dme * FUCK YOU SELENE * Revert "Merge branch 'tgui-thing' of https://github.com/JohnFulpWillard/fulpstation into tgui-thing" This reverts commit |
||
|
|
edb232b692 |
March TGU (#953)
* lol. * bit of changes * deletes stuff * some map path updates * more changes * deletes unit test that was gonna be deleted in tg * see if this fixes anything |
||
|
|
6552e93874 |
Late feb tgu (#927)
* TGU again * Update infiltrator.dm * i will damn you to hell sinner |
||
|
|
34741540c7 |
REAL TGU incoming (#917)
* The REAL TGU Pepsi's TGU is completely empty and has been sitting around doing nothing for a while. I wanted to get my PDA stuff in and it's been a while since I did one, so I'm doing a TGU. * Ports over PDA fix * fix dme * oops * Fixes wonderland anomalies * Update mobspawner.dm * Update Heliostation.dmm |
||
|
|
f3397e3136 |
January TGU - First Draft (#879)
* Update beefman.dm * Update beefman.dm * xsaxsfvvvvvvvv * Update shaded_bloodsucker.dm * yeah that thing * FUCK you * Update hunting_contract.dm * dd * vdvdfv * Update monsterhunter_weapons.dm * Update whiterabbit.dm * onokkn * Update monsterhunter_weapons.dm * Update monsterhunter_weapons.dm * efe * Update whiterabbit.dm * yeaywa * Update red_rabbit.dmi * oihop * Update HunterContract.js * wonderland.dm * gs * dcd * Update rabbit.dmi * ass * fvd * Update paradox_rabbit.dm * f * Update tgstation.dme * Delete heartbeatmoon.dmi * shtntb * sed * sfe * Update monsterhunter_weapons.dm * cdc * Update wonderland.dm * dgrd * wef * b * pipkk * Update hunting_contract.dm * Update paradox_rabbit.dm * wr * Update worn_mask.dmi * some documenting * Update areas.dm * eg * Update white_rabbit.dm * Update HunterContract.js * s * Update weapons.dmi * Update weapons.dmi * Jack in the bomb * some signals * ui * h * y * music * Update wonderlandmusic.ogg * f * v * cleanups * g * a * t * y * g * a * o * first commit * Adding our stuff back in * k * Before procs * proc refs * carps * Fixes * shuttles * dumb dumb names * I hate windows I hate windows * I hate windows I hate windows * h * Selenestation has issues * Update monsterhunter_weapons.dm * eretics * Update weapons.dmi * Update monsterhunter_weapons.dm * g * kpop * r * m * grgr * Update simple_animal_freeze.dm * Update wonderland_apocalypse.dm * Update wonderland_apocalypse.dm * d * Update fulp_defines.dm * ff * Update wonderland.dmm * Update tgstation.dme * Update infil_objectives.dm * Update infil_objectives.dm * Update monsterhunter_weapons.dm * Update monsterhunter_event.dm * Update monsterhunter_event.dm * Update areas.dm * Update monsterhunter_event.dm * Update monsterhunter_weapons.dm * Step 0, version 2 * step 0.5 - version 2 * step 1 - version 2 * 2.5 version 2 * fix * Mapping * okay fine * more mapping * uuuuu hhhh * fixes * help me * hurry * I'm killing the mf that did access helpers on this map * Welp, we lost. * Or did we? --------- Co-authored-by: SmoSmoSmoSmok <95004236+SmoSmoSmoSmok@users.noreply.github.com> Co-authored-by: Pepsilawn <reisenrui@gmail.com> Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com> |
||
|
|
82e5c65589 |
December TGU (#856)
* Let's try again * i forgot to stage these * Green checks. Hopefully. * Z-edit it is * That should do it (also kills Raid Edwards) * Whoopsie daisy. * Beef station * Saves pubbystation * Map fixes * Ticket machines and sorting helpers |
||
|
|
6280f5cca0 |
November TGU (#846)
* this just fixes the dme its still pretty unfinished * fixes bloodsuckers (and some silence stuff) * fixed costumes and beefman its time to TEST * fixes some stuff * ITS DONE (?) * it wasnt done. * THE THINGS ARE FIXED RAAAAAAAAAAAAAH * me when i have to FIX MAPS * jk actually fixes the maps this time i promise * i think this probably fixes the screenshots maybe * it should work now (i hope) * i think this dependency is helpful * how * please fix some of the errors * fucked up the dio stand pathing * tgedit for the simple animal freeze test * lets see if this works * fixed the merge conflict * i think thats it? * there are. a few new unit tests. * THE NEW UNIT TESTS BROKE EVERYTHING * fixes all this dumb shit soooooy quien soyyyy no preciso identifiiiicación * prison radio be gone * brings back helio sec (lol) * mobs aren't used anywhere anymore kill them * fixes screenshots * NOTHING BUT SCRAP * whoops haha silly me rewrites a few keys to fix corruption * gives felinids brain damage (SPEEDMERGE) * welcome to fulpstation Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com> |
||
|
|
5566dc322b |
[MDB IGNORE] [IDB IGNORE] October TGU (#826)
* time to deal wth linters * hello * hi * hey * Fixes bat shapeshifting * fixes tile decals * removes grille |
||
|
|
8261383d49 |
[MDB IGNORE] TGU: A new and improved paperwork economy AKA second august TGU (#796)
* Okay I think it's fine this time * Forgot that I had changed the var name * Weird console var * and pubby * strongdmm moment * Screenshot tests * Gives pubby paperwork and other misc. fixes * faxes and fixes * forgot to change the area * Forcefully updating the branch, question mark? * uh... yea * why's the path like that * a bunch of shit * and pubby * Part 1 * Final fix * Mapping & co * fix * God this commit history is a mess * kill kill murder kill murder * areas * and the one wire |
||
|
|
450295354b |
Updates the Fulpstation codebase to the 01/08/2022 version of the tgstation repository (#755)
* Automatic changelog compile [ci skip]
* Update readme.md
* Automatic changelog compile [ci skip]
* what
* Wow
* Foiled by my very own grep check
* dont tell anyone i forgot to update basemaps
* The gags vendor updatepath script is broken
* can be untg-edited later just want to see TGU running soon
* Revert "can be untg-edited later just want to see TGU running soon"
This reverts commit
|
||
|
|
e1ef8baa2d |
July TGU (kills silver slime food) (#739)
* TGU * runs updatepaths * fulp map fixes |
||
|
|
d759c95177 |
TGU (Saves Selenestation) (#716)
* tgu * Update routes.js * dme * Fixes proc holders 'n' stuff * updates fulp maps + minor bs fix * prettier * AI uploads * prettierx * you should pass ci... now! * Update _spells.dm * F this Ci * selene evac shuttle * fixes targeted powers * tgu * Update barsigns.dm * Fixes Ci * prettierx |
||
|
|
a3e973b95f |
Improves beefman code significantly (#697)
* Improves beefman code significantly Turns beefmen pref stuff into defines De-hardcodes beefman body temp's set on their gain Makes gaining beefman not update non-beef limbs Removes randomized features Makes consistent dummies also take beefmen stuff into account Makes all beef features use an underscore so it's consistent * adds check for a brain * adds check for user * removes consistent's trauma * Maybe fixes beefmen runtimes * Update beefman.dm * test * another test * Removes a TG edit from Beefmen |
||
|
|
ed695f0248 |
June TGU thats so cool and awesome (#652)
* wow awesome * pubby * Most linters * Selene part one * Helio part one * Helio part 2 * Pubby Part One * Pubby Part 2 * Pubby Part 3 * Selene Part Two * Selene Part Three * Door name finale * Bonus AI sat fixes * Infil and BS rulesets * Some fixes * Selene fix test * Selene shuttle fix * Please work helio * Update Heliostation.dmm * Update PubbyStation.dmm * debugging * Debugging again * Extra debugging * Revert "Debugging again" This reverts commit |
||
|
|
d535503645 |
[MDB IGNORE] May TGU (#635)
* Does the TG Update 😃 * updates beef stations * test * Revert "test" This reverts commit |
||
|
|
5bea28c809 |
[MDB IGNORE] April TGU (#602)
* im so confused * fix helio * fix to maps * FIXES * fixes bloodsucker powers * fix targeted powers * re-adds kindred archives * cryo fix to all maps + selene fix * visible instead * pubby incinerator * pubby new chem and area fixes * ??? * incinerators * more map fixes * fixes beef limbs * im lost * update again * stuttering * maybe fixes checks * Update bloodsucker_datum.dm |
||
|
|
15f80ab884 |
[MDB IGNORE] TGU (#544)
* TGU yea yeah * hopefully kills all lattices in walls * another go * more lattices * pubby fix * maybe the last lattices fix * makes checks run again * saves selene station ! 😃 * little bfenem :) * new tgu + fulp fixes * map fixes * i rember 😄 * fix selene map merge conflicts |
||
|
|
2e52d73fe4 |
Perma expansion 2 (#508)
* AAAAAAH
* re-adds box cargo shuttle
* makes a prison stationary subtype
* im too tired to keep going
* gets the shuttle working
* dont init, adds comments, intercoms announce time left, damage people thrown off.
* shuttle access fix
* i think im done with the shuttle
* Xenobiology shuttle has been completed (awesome)
* bar shuttle, also maps in pubby/helio/selene
* small changes
* Disposals shuttle
* set it properly for testing
* Update prison_subsystem.dm
* start of the kitchen + some check fixes
* Kitchen shuttle
* Update prisoner.dm
* 🖕
* plate pressing also edits shuttle timers
* general update + fixes (no more runtimes)
* moves global vars to fulp defines
* Revert "moves global vars to fulp defines"
This reverts commit
|
||
|
|
f9928fac60 |
[MDB IGNORE] [IDB IGNORE] feubrary tgu (#505)
* Automatic changelog compile [ci skip] * Update readme.md * Automatic changelog compile [ci skip] * what * swagging * i lied about the laundry room bit that was never part of the first commit but it is now although only solitaire and pubby has it because one the others its not a proper room because its open into dorms or the bathrooms * woops * there we go * WHY was pubby beepsky a varedited secbot instead of the normal subtype * PLEASE tel me i caught them all * defeats heliantus * Update Solitairestation.dmm * Update Heliostation.dmm * please tell me thats all of them * i am full of rage * i THINK thats all for the dupe cables * should be good * i never want to see heliostation again in my life * sexy mime override * merge conflicts in exchange of linter fails * solitaire * Update tgstation.dme * solitaire locker room * will that fix it * Update beef_station.dmm * Update tgstation.dme * linters * Update Solitairestation.dmm * linters * tgu again * restores the readme Co-authored-by: Changelogs <action@github.com> Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com> |
||
|
|
f000069ecb |
[MDB IGNORE] [IDB IGNORE] TGU (#471)
* it compiles your honor * shit * TG update part 2 * adds trigger_flags * velvet fixes * tgu again * kindredarchives * runs checks again * test: removes all fulp code * Revert "test: removes all fulp code" This reverts commit |
||
|
|
468ba0f1c8 |
[IDB IGNORE] [MDB IGNORE] December TGU (#433)
* TG UPDATE REAL * fix checks probably * TGU, minus hardsuit stuff. * oops * haha this isnt even needed * re-adds batform * Pepsi's Fulp ERT MODsuits (#21) * makes beef cyto the parent type of a now existent parent * Removes ERTs Guns (#23) * fix checks * F OFF * Update Solitairestation.dmm * Update Solitairestation.dmm * tg update again, removes maidborgs * FU (fulp update) * FUCK YOU SOLITAIRE * Update README.md * Update species.dm * not my fault you prick (#24) * digi fix * tgu Co-authored-by: Pepsilawn <reisenrui@gmail.com> |
||
|
|
f7ae54db4a |
Create Solitairestation.dmm (#290)
* Create Solitairestation.dmm * master pull * updates paths * Quick edits from feedback from SpaceDragon00 and JohnWillard - Added SolitaireStation to basemap.dm - Added SolitaireStation to maps.txt - Added solitairestation.json - Swapped Stasis beds in Medic Checkpoints with standard beds, reducing total stasis beds to 4 - Fixed missing id-links for both brig and security checkpoint cells, timers, and the included cell lockers so they all match. - Removed Arrivals Sec Checkpoint medbay monitor. - Swapped Assistant Shrine insulated gloves for budget ones - Reduced stats of CentCom Office clothing and renamed instances to 'tattered' - Switched language manual 'five' to language manual 'roundstart' - Removed christmas gift from maints - Removed Destroying Angel from mush-room in maints. Added more plump helmet to replace them. - Removed nukie commando corpse due to gear. Replaced with charred skeletal remains and added a Nukie turtleneck. - Removed bolted status from AI solars airlock. - Removed Russian Revolver from Vault as already one in armory and one in maints. - rewired all SMES on station so they are properly receiving and outputting power - Removed duplicate items from Chief Engineer locker - Removed YouTool from Engineering Security Checkpoint - Removed guaranteed FloorPills from maints - Replaced Kitchen Coldroom air alarm with appropriate alarm - Fixed Kitchen and Bar areas to properly include Coldroom and Atrium areas * Minor fixes and decal overhaul - Added missing airlock to a room in maints - Removed possibility to get Greentext from the station entirely. - Fixed silly copy/paste mistake and format error in basemap.dm - Finished correcting security checkpoint cell locker id's to match doors and cell timers - Added entertainment monitor to Cargo security checkpoint - Added more random event spawns - Added more xeno spawns so it's more in line with other maps - Added more blob spawns so it's more in line with other maps - Added spawn for Brig Physician - Corrected arrivals sec spawns to not be medbay sec - Added more hangover spawns and closet spawns - Finished some decals that were missing or incorrect after moving rooms about - Completely replaced all the decals with the new style decals, cutting down on total decal objects by about 50% - Fixed a hole to space in the floor of cargo delivery room - Changed some hallway exterior walls to rwalls - moved wanted balloon stuck in wall - minor fixes and added decals * Minor Sci Foyer change - Just pushed Sci foyer out into hall and moved decal so it looked nicer * Update DeltaStation2.dmm * Minor AI room changes - Switched charred skeleton at centcom office space maints for gibs and a tacticool turtleneck - removed lock from AI sat solar access - Added windows and windoors to AI modules in AI Upload and backs of consoles to make it more secure but not too secure. * Removed and replaced varedited areas - Removed varedited areas and replaced them with standard ones. * Hallway APC's and air alarms - Added hallway and maints APC's plus wired them - Added air alarms where still needed * Json and cargo cables -Edited .json syntax in case that was causing the errors - Replaced some wires in cargo that had either been removed or accidentally deleted. * Update Solitairestation.dmm * Fixed error with missing " - Note with missing " fixed - deleted one note as duplicated - removed last varedited area in Cargo * Edited solitairestation.json - Trying to fix error in the .json * Removed an extra " where it shouldn't be. - Removed an extra " inside a note that may have been causing errors. * Adding in missing " - Added in 3 " to an APC and 2 cameras that were missing them. - Corrects capitalisation in basemap file to match pathways and .json - Properly removed a final set of nested " * Update _maps/solitairestation.json Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com> * Major changes on Helian feedback and live test run - QM office redesign and put non-purchaseables in storage - QM office secret escape chute entrance fixed - QM office - public mining OCKDOWN = L added. No blast doors synced, same for cargo bay lockdown - testing second cargo orm, 1 public 1 mining - Toned down how much the Hot Box was hot boxed - Removed wall from tool storage maints - removed telepads completely - moved light over theatre backstage door - fixed some APC's direction being wrong - removed number or gambling spawns to remove the 8 russian revolvers that spawned in testing - fixed service hall camera - changed botany display case as displays weren't spawning in - gave Tiger a night light - switched service restroom with custodial closet to space bathrooms out more - replaced a few glass doors for full metal variants - removed bartender closet from judges chambers and PI office - added lights around station - add new cameras around station - removed tacticool locker from armory - changed sec equipment room - fixed some minor decal related things - finished pipe network in departures maints, se maints, and ne maints. - gave genetics a button for their shutters - switched clown toy boxes in dorms for wooden crates - fixed some breaches from missing floors or damaged floors - rewired some SMES properly - removed secured girders from nukie in maints - removed centcom parade jacket from centcom office - Rearranged HOS office - rearranged AI sat - replaced bonfires with candles for atmospheric lighting - moved some wall items in AI sat to unhide things - moved some action figures - removed added firelocks - added removed firelocks - toned down meme organ spawners as testing showed xenos organs - deleted old telecoms and built my own - fixed engine room floor to not overpressurise from volume of air - reworked atmos engine pipe to be less cluttered - hide some visible pipes - made some hidden pipes visible - removed a manual valve in sec entrance - redesigned public garden - removed volume of vodka on station about 50% - removed bounty cube - toned down toxins storage - toned down or removed sex outpost priveleges from most outposts - added mech bay charge lfoors - moved robo lab console - removed sci department medbay - removed medic checkpoints from most of station, only arrivals and departures remain. Doors made medical access only as originally intended. - Minor advised changes to the Mush Room, likely to fully remove late - removed nearly all paper cups from station - removed secret surgery tools and used ghetto alternatives - cut down on around 50% of loudspeakers on station - removed multiple soda dispensers - removed public det scanner - removed some items overflowing from lockers in live testing - added in lots of missing pipes - removed lube can - cut down 25% of botany beds - made bar run down, but left ability for it to be restored to its full glory - cleaned up some pipes that run under glass floors - Cargo play room turned into long term storage - Switched stairs out - public gun recharger switched to cell charger - Nullrod replaced to original position] - Removed Adult book section as under 18's were caught in there and we got sued. - removed an atmos hardsuit - Moved SMES room to space near power monitoring - gold engineer statue removed for balancing - added something to look at in the HFR expansion room - SuperSecret Clown room toned down - A knife removed and moved elsewhere - removed adv. extinguisher from maints - removed chem inducer - Moved cryo into central med - no more being forgotten! (hopefully) - removed medbay doctor chairs - viro on its own air network now - HOP office floor now a P - Removed some EVA suits. Get stuffed plebs * Second pass of changes from Live testing and feedback - added lightswitch for chapel - remove rwall in engi construction lower door - removed Tcomms airalarm as not needed - added gravgen hall lights - Made engineering storage left window to a wall to look neater - Turned SM NE air injector on at roundstart - Fixed direction of sm room thermomachines so they connect - SM apc in main entryway door - HFR expansion top right manifold for air visible - altered HFR mix chambers a bit - Incinerator apc direction fixed - Changed Turbine gas outlet filter pipe to orange to stop the pipes linking - atmos distro multilayer manifold hidden but pipes visible - distro and scrubber atmos pipes linked to pumps/scrubbers start on - Moved emergency closet from outside maints left of Tcomms - moved bathroom a bit further down the hall. Probably not far enough. - added lights in cargo warehouse and drone bay - replace grey king room and chapel with other stairs - switched a lot of wardrobe lockers for empty closets so they don't overflow anymore - moved and replaced xenobio air alarm as it had no info - replaced missing xenobio floor - added light in toxins view - hopefully made vibe bot stay in the bar - fixed botany apc - added lights in maints fight cage - added lights and closet to Ian room - replaced wall under maint hatch in centcom office with floor - fixed prison wing north apc - added prison wing lockdown and prison lockdown buttons - added light in prison smes room - replaced missing airlock in new central south maints - added light AI tele room - added missing AI chamber access shutters - removed duplicate receiver and broadcaster A and replaced with Bs - replaced russian revolver from armory with a revolver that can be used in interrogations. - add lights to sec eva and evidence room - turned pure to mix right way round - add lights to prisoner shower - AI turret control under APC - removed duplicate AI request console - moved AI high voltage sign hiding bottom intercom - extended the accidentally shortened arrivals dock - rearranged AI sat so turrets can fire - hopefully fixed broken transit tube - added one more set of floor light far left ai transit access - AI cams added - det office, firing range, west sec hallway, maints locations, botany, chapel, construction, bridge - added missing command decals - reinforced NE maints north wall to prevent constant breaches from SM delamination de-pressurising all of the NE of station. * Atmos pipe overhaul and other minor changes - arrival shuttle shifted 2 squares left - added more lights in sec annex entryways - added lights in the xenobio test chamber and kill chamber - changed cytology area to xenobio so xenobio can use it - changed lights in xenobio to be more powerful - changed the medicine closet in xenobio right maints to heisenberg closet - made it so public mining lockdown does work - Completely overhauled atmos network in atmos. Hopefully clearer now. - swapped out abandoned bar lights to be brighter - replaced other stair instances - added lights to caps office - Changed bridge lockdown to lock of maints access and not tele - Ban he nukie from station boardroom - Hopefully made viro door locks work - Swapped out the visible viro cyan manifolds - deleted duplicate rd shutter control - added light switches to a lot of rooms - added candles to a few places - moved minisat hallway apc as lights etc not working - added lights to warden office and some sec areas - moved centcom office intercom to hopefully not be in the drinks/cigar - Removed tcomms fire alarm to prevent it locking down constantly. Moved firelock to out door * Restructured Service Central - Completely restructured Service to flip it and move the bathroom further away than down the hall from the other one. - Moved Tele to have hallway access - Merged the 2 fighting rings into 1 and slightly shrunk the rec room - Moved 'the hot box' to SW maints, an replaced its space with a strange experiment room - Changed the noodle room into something else - Re-designed all of the Head offices, replacing the department letters design. - Removed the 'Mush Room' completely - Some general minor changes, lights, decals etc and tweaking maints - Added maints assistant boardroom * Update Solitairestation.dmm - Added missing Northern arrivals pod - finished missing pipe network in sci maints north - Wall in sci maints eastern access to central removed. - added lights to some command areas (hop line, gateway) - minor redesigns of head offices (neon carpets) * - Disposals and pipe network tweaks - Removed useless pipes and lattices where they shouldn't be - Reworked some pipes to be less awkward or cut down on pipes used - Linked disposals together so it actually loops and the mailing system can work * Update Solitairestation.dmm - Fixed missing pipe in disposals loop * Disposal check pass 2 - Added some missing decals - Added 2 missing disposal pipe sections and tested the loop in game * Feedback from playtesting - reduced amount of food on station significantly - reduced number of donk pockets on station down to 5 total (all random); 2 in Kitchen, and 1 in engineering, 2 in cargo (1 for mining, 1 for cargo bay) - reduced number of donut boxes on station to 4 - 1 in sec, 1 in bridge, 1 in hos office, and 1 in cargo sec checkpoint - added second dough ball to kitchen to compensate - removed russian armor and greatcoat - reduced number of blood freezers to 4, 1 in sec, 3 in medbay - removed 2 assistants with beesease placed by accident - fixed artefact area zoning from removal of other medic checkpoints - deleted unnecessary command tablet and pet carrier not removed in previous pass - removed and replaced incorrectly varedited air alarm from atmos, replaced with correct direction - removed most the money from QM and Cargo Sec offices - removed all alien organ spawners, having mistakenly believed they were not the alien organ spawners as other spawner is called ayyylien organ spawner. - removed unmovable drake statue from cargo warehouse 2 - removed CE set of advanced insuls - removed excessive engineering gear from engi sec locker - reduced number of donut boxes on station by about half - removed accidentally placed defibrillator from sci - changed centcom office space to be a 'heads area' so the area actually exists and is no longer part of maint and thus shielded from radstorms - shrunk Centcom office down, because screw centcom. Also made it old and abandoned because centcom never visit. - removed 'kiss' object - removed toy syndicate baloon - removed guide to dank memery - added firelocks and tables to public commissary as they were forgotten in the rework of service - removed sunglasses from maints - significantly cut down on white decals and replaced with white side floor to help performance - added 2 extra mech bay charging spots - removed nanites and replaced with a breakroom - fixed some directional shutter buttons with incorrect directions - removed 3 paramedic checkpoints, and left materials in 2 of them to be turned into custom spaces by crew. The third is a dnd zone - added a patrol beacon loop and some more navigation beacons - added sec escape pod - removed some unnecessary disposals tubes from cargo hallway - fixed some poor wiring * updated fork and the map changes - removed leftover nanites disk box - removed cap carapace that used to be caps alt uniform * Remove greytide shrine and minor tweaks - removed some useless wires from telecoms, science, courtroom - added some signs for pods and electrified windows - removed a punching bag placed accidentally - removed grey tide shrine and walled off old secret route - added maints access to medbay boardroom * Solars moved and minor balance changes - moved a disposal pipe and bin in north west hall hall - cut down on number of emergency and fire safety closets to be in line with helio - moved the departures solars into maints as is normal - removed cargonia lockdown - added decals to caps office * Update Solitairestation.dmm - added missing blast doors for xenobio secure pen - changed russian room locker to plain closet to prevent overspill - slightly deepened SM emitter room - reduced number of items in HOS locker - replaced aux base construction shutter button to only show when inside room - added more chairs to medbay lobby - changed all APCs to directional - added some cameras to AI blindspot's * - APC area string pass - added some missing areastrings for apcs not within their area - added a missing disposals tube and cable to centcom office * Update Solitairestation.dmm - removed unnecessary APC * Update Solitairestation.dmm - added cytology locker - added evac and ai screens - removed sec cams board in maints - removed pacman in space - engi took back some magboots from eva - removed a medkit from the rage cage - reduced number of honkbots available at round start - moved some disposals pipes in walls - severely cracked down on the amount of weed on station - added snake to jungle - moved some minor wires - added a lightswitch * Whiteship dock and fire alarms - added missing shutters for cytology - added a lot of fire alarms to hallways and departments - changed zones of central hall to maybe fix issue where atmos breaches don't trigger all the firelocks in a hall - corrected engineering escape pod that spawned a pods length from its dock - added white ship dock * Update Solitairestation.dmm - added some missing candles to windows - fixed the prison areas I'd somehow messed up alignment of - removed directional window inside a regular window I missed when removing the rest - removed a useless duct in caps quarters - replaced intern corpse with a random corpse - replaced russian corpse with a random corpse - removed the horde of rats on a single tile - flipped command water tanks to connect to the ducts - moved toy seraph - added missing commissary shutters * Update Solitairestation.dmm - reduced number of simple mobs slightly in jungle room * testing bonfires to replace candles -removed all but 1 infinite candle, to test out bonfires as replacements * Update Solitairestation.dmm - fixed the plumbed water tanks that had incorrect directions - added a plumbed water tank to virology, extended viro's maints to house it - removed plumbed water tank that was left in after removing medic checkpoints - fixed virology airlock cyclers only cycling exterior door - Moved glass blocking AI sat foyer intercom and turret controls - Changed varedit 'burning=0' to '1' on prelit bonfire to see if it will now be lit on roundstart - Added turret control in AI Sat foyer hallway entering into central hall area. * Update Solitairestation.dmm - replaced all candles in AI sat with legion bonfires as they are only working bonfires - Extended SM Engine emitters room 2 spaces to allow better setups and feel less cramped - added some lights to dark places * Update Solitairestation.dmm - added some missing cameras * 1st Test Merge Playtest - feedback changes - added Engineering Protolathe and Circuit Printer - replaced the scrubbers pipes that didn't connect to the SM freezers as they were on the wrong layer - Added independently controlled shutters to surgery rooms - added an APC to medbay hallway - switched RND cargo request console and materials table so materials can be accessed - fixed missing wires under the solars trackers and consoles - moved items in genetics around to allow monkeycubes to be accessible and not blocked by locker - added department signs to arrivals to help initially finding right directions - added firelocks to arrivals - removed double window in fore maints - moved xenos spawn out of bolted maints room - removed the duplicated apcs for port primary hallway north and south - switched urinals with showers - removed duplicate APC in departures/medbay maints - moved departures APC out of the vacant space - changed the science annex maints access to just maints access req - flipped direction of maints morgue tray that opened into the wall - removed duplicate APC in departures maints - fixed cold room freezer being blocked by meat spike - moved SM mains wire into the wall and removed the high voltage sign as now no windows are electrified - reworked the SM engine room air supply pipe to conflict less with the scrubbers - added newscasters to station - added requests consoles to head offices and missing ones in departments - removed roundstart plasmaglass and titanium from tech storage - rezoned medbays treatment centre to be medbay 2 and run off its own apc - changed plasmaman medbay floor to be pure n2 instead of air mix - added some roundstart med kits to the plasmaman medbay - added air alarm to psych office - removed Toxins duplicate APC - renamed some improperly named items - fixed holding room flash - switched 2 consoles on bridge - filled in the empty maint room I forgot about - added more doors to maintenance to section it off for pressure/atmos - added prisoner gear reclamation consoles - cut down on number of decorative materials and tile spawners - removed 1 botany biogenerator, and added what I think is the tools vendor for botany - added a couple doors to maints rooms without them that could have them - added a refrigerator to kitchen so it should have milk and eggs now at round start now, and meat fridge to cold room * Maints loot tweaks - Tweaked the number of decorative materials, decorations, and carpets in maints * 2nd TM feedback and tweaks - removed virology access button in space - removed engineer access to atmospherics expansion room - fixed robotics disposals loop sending trash back to robotics - rezoned AI sat and mapped ai turret controls to the zones - removed medbay storage I'd accidentally copied to hallway - removed duplicate APC from departures I missed - rearranged chem to allow doctor access = smart fridge -fixed HOS request console * Update Solitairestation.dmm - Minor tweaks to medbay, mostly decals and plants - added temporary disposals access from sci to toxins/xenobio and back * Update Solitairestation.dmm - hopefully fixed access on north morgue door for chaplain - fixed courtroom pews to have ends - re-added an observer spawn point - added a module duplicator to circuits room - added security records and camera consoles to sec * Major changes - partially complete commit - MAJOR overhaul. - current iteration removed pipenet to replace with smartpipes - disposals, power, APCs, airalarms and more broken - Arrivals redesigned - number of corridors reduced by 33% (removed all double-corridors except for evac) - redsigned sci so the annex now links directly - redesigned xenobio from ground up - redesigned dorms - redesigned sec and linked perma to it directly (mostly just mirrored) - redesigned medbay slightly to allow doc access to chem - redesigned bridge, linking it with eva, space gapping Caps office, and moved AI sat transitway in closer to station - redesigned all maints - brought library down to main hall - redesigning engineering to try and make it slightly more compact and reduce total corridor space * Update Solitairestation.dmm - Misc additional changes covered in previous commit * major overhaul continued - redesigned engineering to make it more compact without losing the original design idea - redesigned medbay again to cut down overall station space about 8-10 squares - tweaked maints to make them less sprawling, probably need a lot more work on this - move station to align more centrally with the map centre - minor tweaks and overhauls to various areas - built solitaire cargo shuttle * pipenet completed * update - updated the mech bay recharge floor renaming * fixing some ci suite errors * Update Solitairestation.dmm fixed a syntax error * Update Solitairestation.dmm * Update Solitairestation.dmm removed error causing var edit * Arrival shuttle, configs, atmos closed off, LOOT, minor adjustments - created arrivals shuttle to go with, new cargo & ferry shuttles - updated json, and maps config - cut down on size of maints a lot more - added all loot to be in line with loot on helio - added and set all RC's properly - some finishing touches to departments - some new maints rooms - linked SM engine atmos loop to rest of loop * Shuttles, disposals, Goon Master Server - Disposals finished and checked ready for first playtest - Updated shuttles to be less Syndicate looking (sadly) - minor aesthetic changes - added GOON Master server for new objective * disposals fix, consecrated vendor, minor camera stuff - fixed disposals after checking in play - removed consecrated vendor - removed some misplaced cameras * arrival shuttle tweak shuttle arrival moved forward to align with arrivals hall * directional update fixed paths for APC and camera directional update * beepsky varedits calmed beepsky down a bit as he was breaking cisuites checks * remade armsky to fix problems, and bin the knives to save lives -we have the technology, so I remade armsky to hopefully stop ruining my map - removed a lot of knives unpathed to be kitchen knives, instead of plastic - bunch of minor cleaning up of wall items on doors/windows etc * quick fix fixing some varedit syntax errors (missing , or ") * syntax quickfix 2 fixed an errant missing comma error in jungle cam * another quickfix for syntax Security syntax error on cameras * Minor shuttle & docking port changes Tweaked shuttles, trying to make custom shuttles work * Cameras, GravGen, buttons and lights -realigned some cameras at AI sat -removed random door placed at ai sat by accident - switched gravgen floor to not be telecomms any more which fixes atmos issues there - hopefully fixes buttons that were not linked properly to shutters and blast doors etc - realigned some lights and light switches - rezoned some areas * minor quickfixes minor quick fixes with lights etc * ai sat turret tweaking - Changed areas in ai sat so turrets work more effectively * Cargo shuttle default switching out cargo shuttle so it (hopefully) works in the live test * New Playtesting feedback changes - fixed AI sat northern tube so access is SOUTH - added wayfinding pinpointer beacon to arrivals as it was missing - replaced ai sat atmos pumps with ON variants so distro works from roundstart - Wired gateway as it was missing wires - removed chemlab duplicate APC - reconnected virology so it is now powered - Air mixer in Atmos redesigned so node 1 and 2 properly align to the correct gases - Wired missing spot in Chemistry - Isolated Grav gen SMES from main network - Repiped telecomms so it is linked to distro/scrubber nets and hopefully makes more sense - medbay back door has access requirements now - rejiggled teleporter so console is next to teleporter, ai sat not changed yet - flipped warden office desk windoors as they were wrong way round - Id console added to bridge - unwired/grilled the ragecage, but put mats in so it can be built if desired - fixed some misaligned or broken decals - fixed directional stools * test * got it all working * Second playtest feedback - SM, Access, Solars, Rezoning and APCs - SM air alarm dir fixed - SM areas re-zoned so the SM air alarm only deals with the sm chamber air alarm - removed engineer access to atmos maints door - updated the hallway arcade so it hopefully works and has more variety now - wired the solars to stop being a lazy bum - rezoned service hall and service maints so the apcs made sense - rezoned abandoned bar and maints so apcs made sense - other minor changes * unsaved changes to go with previous commit - unsaved changes to go with previous commit * Updated to master, gamechanging edit to space - merged with incoming changes from Master - removed space plating exploit * shuttle doors and virology signpost - removed space access arrival shuttle doors to prevent accidental spacing - added medbay signposts to virology to help locate it easier * Update tgstation.dme * Medbay access tweaks - Tweaked medbay access to psych ward, and morgue. - Chap access to morgue is external to medbay - psych ward is accessible to psychologist and those with surgery access. May need further tweaks if not as intended - added some doors to central medbay to help prevent tiding into medbay treatment room * Aux Tool Storage, wiring improvements - Minor useless wires removed or network sections rewired to cut down on excess - aux tool storage added next to jungle room * cargo shuttle test minor varedit tweak to see if that helps * QM office tweak tweaked QM office * - Playtest feedback changes - CE office tweaked so Poly isn't trapped - deleted floating status display in perma - removed multiple stacked lattices and lattices where they shouldn't be - tweaked engineering access doors and the buttons mapped to them. They should behave like medbay front entrance and open on button press. - added more airlocks to arrivals, with fire alarms - add a air alarm to arrivals (how did i miss that!) - removed duplicate rec room APC - connected art room apc to network - connected rec room power to rage cage room - moved arrivals sec office camera onto the wall from the door - fixed arrivals camera not on wall - moved ai sat solars over 1 square, wired the console - ordnance APC wired properly - tweaked AI sat powernet so some of sat is connected to mains, but the atmos and ai inner chamber are on a separate loop. See how this works out - tweaked atmos so air and pure pipenet don't link by the plasma mixer, and tweaked scrubbers network to cleann things up and take scrubber pipe off layer 3 - fixed numerous bad strings, duplicate APC's due to bad zoning/renaming - moved leftside command hall cam inside command hallway - gave botany a nutrimax i accidentally copy/pasted out - added door buttons for prisoner transfer - removed a camera from abandoned bar - rejigged armory so it has public access for red alerts, and sec access via sec equipment room * Atmos and minor tweaks - replaced layer 2 passive vent in main loop with layer 3 one - tweaked distro room pipe so cyan air mix pipe connects properly - removed door and button i used to get the engineering door access button working - added door buttons to perma entrance for prisoner transfer - removed emergency o2 closets from perma as they spawn toolboxes - tweaks to armory and sec equipment room - tweaks to cargo old warehouse - renamed SM apc * cargo consoles, ticket counters, benches, circuits and misc changes from feedback -assigned ticket counters to have independent ID's so the ticket counters should work. - removed psych ticket counter - removed floor request console from aux base - replaces cargo request consoles with departmental order consoles as they should have been - tweaked some decals - added more benches and stuff in halls - gave folders to det, hos, and lawyers - removed electrical locker from armory - fixed missing walls in maints - fixed punch bag area issue - added robotics, genetics, and xenobio helpdesks - gave armory 2 separate access for red alert (public) and sec only - added cargo consoles to departments that had none - added a module duplicator to circuits * major rewiring, AI sat rewiring, feedback changes - major rewiring - changes in line with feedback left on forum etc - some significant tweaks to ai sat powernet - removed some duplicate wires, firelocks, pipes * unsaved changes for last commit - i need coffee or sleep - send coffee or sleep * toxins, kitchen, other feedback changes - trying a fix for toxins/ordnance - gave kitchen proper fridge - lots of other misc changes * Memories zoning, Keycard Auth, Wiring, maints -Removed door/wall from sci testing - cut down on wiring and moved some APCs - added keycard authenticators in all head offices - added some maints stuff - changed zones so memories should now work properly in maintenance areas. * Chem Lab public airlock, morgue access * construction shutters - Floor is now under the aux base construction shutters as intended * HoP maint access, Plasma Windows - Changed hop maint access - Replaced a few remaining plasma windows that were not reinforced versions * Kitchen redesign Tweaked kitchen * Dressers for dorms, pipe in toxins - Changed toxins mixing chamber pipe colours as requested - replaced dorms desks with dressers * Medbay lobby receptionist - Added medical access door to front desk so a doctor etc can man the front lobby desk as a receptionist. Tweaked the sec outpost so apc and sec records consoles are in the main outpost behind a sec access door. * Temp-Safety wall for arrivals - Temporarily added a wall that blocks exit from the arrivals shuttle into space. Only until I can fix the solitaire arrivals shuttle again * maints lockers and welding tanks - Added morre emergency and fire-safety closets to maints - Added more welding tanks to maints * Maint Loot - Updated some maint loot to add more costumes * Fire helmets Forgot to add firehelms to toxins * Fixing arrivals shuttle (hopefully) * Arrival shuttle (fixed), station tweaks and updates - Added shuttle in and sorted its direction etc - Removed workaround wall in arrivals * Fixed shuttle (working) reset the shuttle width and set it correctly and it works in testing. - switched some red lights out for regular ones. * Arrival Shuttle tweaks - swapped in fire closets for some wardrobes * Command disposals, wardrobes, replaced a bunch of lockers from mixed wardrobe to standard closets * AI Sat area, Solars, AI turrets, Minor additions and tweaks Small pipe updates AI sat area updates (no more multicam room) Reset some turret control areas Moved solars around a bit * Changes from Forum feedback * Atmos Plasma fix and tweaks, Ghost Sniffer, other minor changes Co-authored-by: JohnFulpWillard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: SgtHunk <68669754+SgtHunk@users.noreply.github.com> |
||
|
|
4f0f69fd95 |
[MDB IGNORE] November TGU (#406)
* TGU * mappings * how did i not notice this * test * fix to huds * departmental request consoles * Armsky * tgu * deletes cryopods (finally) * Update tgstation.dme * deletes pubby's cryopods * Fixes helio and selene toxin ranges * injector to vent on all supermatters * map fixes * directional 5/6 cameras are now fixed * stool directionals on selene * . * re-adds kindred archives |
||
|
|
05e85a5b2f |
[MDB IGNORE] ID fix (#396)
* YEA YEAH YE * Update PubbyStation.dmm * tgu * except that * Update SeleneStation.dmm * revert https://github.com/tgstation/tgstation/pull/62568 * SM fix on fulp maps |
||
|
|
b7ce41dec7 |
[MDB IGNORE] "Holy shit we need the halloween fixes" TGU (#395)
* tgu * idk this seems to work * rad collector stuff, the pubby update * pubby update * Helio and finishing Pubby * map stuff * drone dispensers * tgu |
||
|
|
da88f85361 |
[MDB IGNORE] [IDB IGNORE] Late September TGU (#367)
* tgu * updated paths * updating more paths * master server * more repaths * tgu * oh these were defined * y * tgu * fixes fulp shuttles i think * revert * tgu * fix checks and stuff * Update sound.dm * Update tg_edits.md * tgu |
||
|
|
03e71941bd |
[MDB IGNORE] [IDB IGNORE] September TGU (#351)
* tgu
* repath
* tgu again
* Pubby update
* starting on preferences
* starting on bloodsuckers
* more tgui
* deputies and monster hunter
* finished beefmen
* Update beefman.ts
* Tgu map changes (#8)
* selene areas and slight fixes
* fixes helio areas and other small stuff
* tgu
* fulp bans thank you beatrice
* test
* Update bans.dm
* Update bans.dm
* full access
* Revert "full access"
This reverts commit
|
||
|
|
4a644d7bdb | Update maps.txt (#352) | ||
|
|
03f8f0a6fc |
deputy config stuff (#339)
* departmentless deputy is now a config * service deputy * adds deputies to job config * AAAAAAAAAAAA |
||
|
|
edf5ddbffe |
[MDB IGNORE] [IDB IGNORE] August TGU (#334)
* Automatic changelog compile [ci skip] * Update readme.md * Automatic changelog compile [ci skip] * what * TG Update * *Bass drop* * This TGU has been brought to you by: The only reason I did TGU Modular Bloodsuckers * Fulp job stuff * Mapping stuff It's just renaming /chapel/main to /chapel * actually im too scared to change this * please stop being a bad mapper.... please..... * Update Heliostation.dmm * i ALWAYS miss this one EVERY TIME * repaths * Update bans.dm * Revert "Update bans.dm" This reverts commit |
||
|
|
e5bfc6fa44 |
TGU (#318)
* Automatic changelog compile [ci skip]
* Update readme.md
* Automatic changelog compile [ci skip]
* merges TG into branch, ensures all fulp files are untouched and fixes dme
* does what the first commit says
* jobs fix
* Pubbystation
* Heliostation & Selenestation
* Update SeleneStation.dmm
* Revert "Update SeleneStation.dmm"
This reverts commit
|
||
|
|
792796d82c |
Adds PubbyStation (#266)
* Create PubbyStation.dmm * Update PubbyStation.dmm * deletes all pipes, air alarms, apcs, wires * removes firelocks and adds cargo consoles * firelocks * more firelocks * firealarms * Update PubbyStation.dmm * HFR room * Drones * request consoles * Update PubbyStation.dmm * freezers and finishing the map * areas * sets atmos up * Air alarms * APCs * Circuits lab * Update PubbyStation.dmm * cables * Solars and more cables * tcomms * Update PubbyStation.dmm * Update PubbyStation.dmm * Deletes newscasters and starts on atmos * Update PubbyStation.dmm * Update PubbyStation.dmm * Newscasters * atmos * power fixes * Directional peppersprays * atmos part ? out of ? ( atmos is hard) * Cryo, CO2 waste * atmos, atmos. * Update PubbyStation.dmm * re-do of atmos' atmos * Xenobiology * json and atrium fixes * warehouse fix and cargo atmos * drone bay fix * Prisoner action figure * slight change to abandoned bar, making it an area * json fix (checks too) * More pipes * fixes and extinguishers * Update PubbyStation.dmm * AI sat * Security atmos * Forgot execution room * atmos and xenobio freezer * Nearly done atmos * Adds cryopods, finishes atmos on the station * Finishes atmos * Toxins * add to config and basemap * first test * Atmos runtimes and piping errors * Fixes atmospherics with bridge pipes * Atmos fixes, again * Hopefully the last atmos change * Final * (real) * testmerge fixes * testmerge fixes * why didnt this commit * Maintainer request * carpets and robotics machine * hallway vents * Takes heliostation as an example of what NOT to do * Update PubbyStation.dmm * Uses smart pipes instead because FUCK you * Update PubbyStation.dmm * Update PubbyStation.dmm * Update PubbyStation.dmm * Update PubbyStation.dmm * Update PubbyStation.dmm * Update PubbyStation.dmm * runtime fixes * Update PubbyStation.dmm * Update PubbyStation.dmm * Update PubbyStation.dmm * Prison doors and drone bay decals * Update PubbyStation.dmm * Perma cameras * Update PubbyStation.dmm * Update PubbyStation.dmm * adds pipes to the SM freezers * tm fixes * Update _basemap.dm * Update _basemap.dm * Update PubbyStation.dmm * Revert "Update PubbyStation.dmm" This reverts commit |
||
|
|
afd04f2fad |
TGU (#257)
* Automatic changelog compile [ci skip] * Update readme.md * Automatic changelog compile [ci skip] * Update fulp_emote_edits.dm * TGU * what * . * oh * Fulp defines Co-authored-by: Changelogs <action@github.com> |
||
|
|
0e81dab0cf |
TGU: Agent ID buff, Even more Circuit stuff, Spectroscopy, DBcore subsystem to help with crashes (#238)
* lol 882 conflicts * build.js never forget * um * and this * sure * i refuse to see life in black and white * oh Lord, don't ask me what I mean * Just say that it's on meeee * that's just the weight of the world * of course the british file gives me trouble fuck you british people * wow, this is your room? it's so cool! [png of a bloodsucker lair full of dead bloodless people] * Make a lot of money and feel dead inside * tell me you didnt test your code without telling me you didnt test your code * stay winning * mech toy repath * yea add this to the readme john!!!!! (haha) * you mean trolling the right-click functions? * yea Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> * yea 2 Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> * span macros * virtual insanity is what we're living it's aaaalright now * um * yeah * lol * this makes it compile i think why beefman code be like this * i knew it was going to happen i just hoped it wouldn't * forgot this Co-authored-by: Enricode <SgtHunk@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |