* hand refactor (COMPILES)
* Works pretty much
* Test martians
* Martians
* Fix human UI
* Fix find_organ_by_grasp_index() returning arms
* CL + tweaks
* Last fixes
* a
* Better CL
* Fix weird issue!
* Fix virologist job
* Resolves a very important issue
* I thought I had already fixed this
oh well
* Fix grabs
* Shat
* Proc for generating map renders
I mean what else is there to say, it doesn't make it into one large icon unfortunately but someone could do that. Or you could use the goon method to display.
* This is useful as well
* Modifications
1. Changed getflaticon to show more directional sprites
2. Changed getflaticon to properly order the rednering of underlays -> sprite -> overlays
3. Changed maprender to use a transparent icon instead of a full alpha white one
4. Changed maprender proc to use a better sorting method stolen from getflaticon
5. Changed maprender to eliminate spaces in the outputted folder paths
6. Changed maprender to properly name the maprenders so they are ordered correctly
* Small fix
* Update map link
* Fix some more directional objects, fix multitile objects
* Highlanders will now receive a full heal if they decapitate another highlander. Highlanders can no longer use machinery, guns, or vehicles. Silicons will now become humans when the highlander button is pressed.
* Fixes stuff.
* Adds string define for "highlander". Puts the code for making a tracker effect into its own proc. All highlanders are now permahulks.
* Plasmamen no longer lose their suits, helmets, tanks, or masks when made into highlanders. Vox no longer lose their tanks or masks.
* Away mission refactor
* add to config example
* Better interface
* Attempt to make map loading less laggy. Change category of new verb
* Let admins jump to created away missions
* Fix issues noticed by PJB
* Check admin rights
* Let gateways connect to multiple away missions. Fix gateway connections
* switch order of ..() and gateways.Remove(src)
* change var name
* Adds debug verb for pooling
I think pooling is a thing that has very few bugs due to the way I've simplified it to the extreme and thus this debug verb in an ideal world shouldn't be needed.
But we don't live in an ideal world as you can clearly see
http://www.byond.com/forum/?post=2080853
This lets you view all the stored variables for a pooled variable type (assuming it has already been pooled at least once)
* Improved about 300%
* Fuck I'm so high
* theoretical holomap base code
* Sprite
* Holomaps!
* changelog
* fucking changelogs
* Stuff!
* Optical Material Scanner rework.
Makes optical material scanners work as auto-updating holomap on your
eyes.
Abstracted mesons and materials scanners to a
/obj/item/clothing/glasses/scanner subtype.
Kept typed loops.
* Changelog update.
* Vox traders
* changes maps, CL
* Jobbans
* fixes sleepers
* Map-restricted jobs
* Trader -> Vox Trader. Now a civilian job. Vox Traders start with some food and drinks
* modify changelog
* Map specific jobs are now enabled in map datums
* Remove rogue comma
* Arbitrary SDQL function calls.
IT'S HAPPENING.
* SDQL list accessing.
* Readds exception checks.
* Fixes a scoping bug, makes CALL use SDQL_var().
Should make CALL more consistent.
The scoping bug was things like these:
CALL client.myproc(tag) ON ...
The previous, glitched behaviour would result in the client's tag being
passed to myproc, due to scoping issues. This is now fixed.
changes path of box/engineer to box/survival/engineer, adjusted everywhere it's used accordingly
checked our 4 main maps (box, meta, deff, taxi), none of them use this path
removed partial pathing all over boxes.dm
Fixes some autismal shit with syndicate/centcomm private messages
Makes them use the same method as pray so the msay window works properly
Fixes that issue probe made about centcomm replying