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* 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 e40becd742
* github folder
37 lines
828 B
TOML
37 lines
828 B
TOML
mode = "BitmaskSlice"
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# Don't try and put directions in our icon states
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produce_dirs = false
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# We smooth only with our cardinal neighbors, not the ones on the diagonal
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smooth_diagonally = false
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# Take as input a set of 32x32 blocks
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[icon_size]
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x = 32
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y = 32
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# Output our stuff at the same level as its input
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[output_icon_pos]
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x = 0
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y = 0
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# And at the same width/height too
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[output_icon_size]
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x = 32
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y = 32
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# This defines where in our list of blocks we draw each "direction" from
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# no connections, east/west, north/south, and north/south/east/west
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# the 0-3 is the block to read from, starting at 0
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[positions]
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convex = 0
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horizontal = 1
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vertical = 2
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concave = 3
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# When we cut up our blockls, we're cutting "around" a central point
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# We typically want to cut around the center, so let's do that here
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[cut_pos]
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x = 16
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y = 16
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