* renames experimental shield generator to 'starscreen' shield generator
* forgot to rebrand the cargo crates
* generates*
* turns EX into a define
* capital S brandnames
* backslash improper
* Changes plasma to phoron
Because plasma has been coopted to mean the 4th state of matter, we're rebasing to the new bay naming standard of phoron
* Fixes maps and filenames
* Whoops forgot to change test box!
* Adds gremlins
* 2.0
* 3.0
* New sprites and CL
* Gremlin fibers and splitting
* No spam
* remove rogue S
* update cl
* Conflict resolution part 1/???
* Conflict resolution 2/???
* Conflict resolution part 3/3
* Commit first test later
* Allows gremlins to open firelocks
* Cleans up navbeacon.dm
* Allows gremlins to ride MULEbots
* A better way
* 2.0
* Finally works as intended
* Gremlin ass
* Remove NOMSG
* New gremling stuff
* Raises gremlin amount from 1-2 to 2-4
* Make them turn on the brig doors
* Makes them advanced tools (users)
* Woops works now
* Fixes every issue with gremlins riding mules
* Fixes deep frying everything
* Code done. Doesn't compile for shit.
* IT COMPILES!
* Hey it almost works.
* Fixes lighting
* Remove thing I had to double check after asking mso.
* More fixes.
* WiP, fixed everything but waitfor
* Done.
* Damnit DM.
* Fixes priorities
* look at the branch name of the last pr and this one
* fix and add
* added one
* cabinet
* more
* flavor text and KEEPER AI module bugfix but why?
* \the
* real flavor text hours also secrets and an email account
* ace coder over here
* revert fun removal and fix things
* cig
* let's see if this resolves inti's remaining change
* oh hey pomf copy-pasted from mecha.dm
* this didn't commit wtf
* "whyyyyyyy", said the bauds. and nothing got done that day
* there was even another src.name
* exxion
* revert fun description removal
* whoops didn't commit vox change
* spooky
* mainly standardized the vending machine descriptions with exceptions
* oops
* more
* this time i changed a proc name but there was only one use of it
* everything gets changed!
* this commit sponsored by low-quality forum posting
* buisness
* i broke it
* but is it really robust?
* why didn't this commit
* finally, spent a lot of my morning for this
* colour
* sure it's not atomic, celt
* Adds grues.
Adds swallow light spell.
Adds support to spell code for gradual-drain spells.
Adds racial spell spellmaster.
* Added sprites for grues.
Made a general /spell/racial path.
* Grues can now heal by consuming human meat.
* Removes unnecessary hulk underlay code.
* Adds a spell that allows grues to shatter lights.
/mob/living now has a var that holds a list of the tools that have been used to butcher it.
Autopsy scanners will now report what tools a human has been butchered with if the human's chest is scanned.
Being butchered by a grue, regardless of the tool used, will cause the autopsy scanner to report that the patient was eaten by a grue.
* Fixes conflicts.
* Puts map back to Boxstation.
* Addresses concerns.
* Add QoL messages to admins when replying to prayers/faxes/etc
* fix runtime
* sends the replies to msay too
* Prayer response also goes to msay window
* reply faxes are now href links
* oops return
* Return paper after sending fax for reference in Topic() for msay, also fix Inti's forgotten second arg removal
* sanity
because to assume intelligence from everyone who'll ever code is to make an ass of u and me
* Whoops
* formatting and shit
* forgot about edge cases where there's multiple faxes in one department
* removed the <b> I added
* In which I get back at IAAs for faxing their butts
Drop-Bomb a SHIT but this is better
* PP menu works but is lacking content
I guess SOMEONE will make that eventually maybe who knows
* Fix nanoui
Makes nanoui map size independent.
I hope you guys realize I spent like several hours on this. All because some shitter decided he would use hardcoded variables for map size.
* Send the map assets
* Spells 1
* Barely functional, but more converted than before!
Now with more coderart!
Some bullshit to let you use charges and holder var at the same time!
* Renames plasma storage variable
Makes it so xenos once again get verbs and spells added on new()
Changes some code around so you can have holder var requirements and recharging time requirements
* AHHHHHHH FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
Fixes a bug with spell channeling switching
Makes it so plasma DOESN'T USE ADJUST TOX LOSS TO ADJUST ITSELF
RECODES CONJURE SO IT HAS A SPELL FLAG TO NOT PLACE DUPLICATE
**MAKES IT SO THE FUCKING CONJURE DOESN'T HAVE A WELDER SOUND FOR NO REASON FOR EVERY CHILD**
I DONT EVEN KNOW WHAT ELSE CHRIST
* WATAFAK
* readds screen spells
* Fixes more conflicts
* New sprites
* Removes Unacidable
Final pass on corrosive acid
Converts regurgitate to spell
* Final revision before testing and completion
Creates alien spellmaster
* More things
* Some spell master stuff and bugfixes
* Finishes the code, fixes the bugs, removes unacidable from fucking defficiency
* FUCK YOU DEFFICIENCY, FUCK YOU AGAIN
* This is more reasonable
* Arbitrary balance changes ahoy
* Resolve issues
* Moved research names over to defines.
Also fixed 4 (four) instances of the incorrect research name being used.
* Changed research names to avoid collisions.
* Move DMI files over to 64x64
* Lighting overlay + world.icon_size.
* Change 32 to world icon size
* Adds pixel shift multiplier
* Fix accidentaly 16 -> world_icon_size/4 conversion to proper world_icon_size/2 conversion
* Fixes lighting properly
* Fix spacepods bounds
* Redo all icons with BYONDTools bug fixed
* Update ALL the map files dear god
* Double crayon font size
* Update all screen locs
* Fix contextual clicks
Couldn't use PIXEL MULTIPLIER here for the most part due to the fact most of these are ranges and doubling them would leave empty spaces
* Fixes maptext size and the final touch ups on antag screen locs
* Runs optipng on the DMI files in last commit.
Because my optipng version was outdated (blame the optipng package I had installed) it failed to run on the erge commit. This fixed that.
* Reduces parallax size a bit for 64x64 map sizes
* Fix lobby screens
* Fix DME
* NO MORE HALF MEASURES, CLUSTER
* NO MORE HALF MEASURES, CLUSTER
* bugfixes
* bugfixes
* final bugfixes before the final testing
* we have clearance for lift-off, captain.
Spacepods would fire two shots from both sides facing the direction you are firing, however the second projectile would wait for the first projectile to finish before firing. So the second projectile would fire from the original location a second later, thus if you had moved forward in the second it took for the first projectile to finish firing the second projectile would collide with your spacepod and damage you.