Commit Graph

694 Commits

Author SHA1 Message Date
DamianX
30b5a2ac1d Fixed a bunch of hard dels (#32186) 2022-03-11 19:14:04 -06:00
kane-f
a5b08f232a [MDB IGNORE] Liquid reagent puddle system (#32169)
* Actual icon

* Puddle reformatting

* Basis of smoothcode

* Moving puddle code into a turf reagent system, reformat and overhaul

* Make this act on splashing, for now

* More work on standardising behaviour

* More standardisation, should ideally make spread work nicer

* Some tweaks

* Fixes

* Makes it work in practice, code slimmed down

* More standardising

* Redone calculations

* Fixes infinite reagents

* Puddle scaling with volume

* Presets for mapping

* Actual stuff

* Better way

* Get actual turf

* Blacklisting some of these

* Evaporation rate

* Removing old splash verb, adding reagents to a turf should do this by default now

* Makes these invisible

* Makes this not cleanable, for now

* Standardising this into reagent stuff

* Fixes

* Space clears reagents

* Basic viscosity system

* Adds some rudimentary values

* Space cleaner thng

* Beginning rework of this, removing unused fuel type

* Fuel puddle rework

* Fuel puddle rework

* Find and replace mishap

* Removing from .dme

* Removing unused variable

* Rewriting the preset init ones

* Redoing mapped puddles

* Makes sure these are gone

* Type fix

* New plane and layer

* Makes slip work

* Fix

* Fix

* Puddles can now react to crossing over it

* Proper bracketing

* Puddle values

* Current puddle reference to save on locating

* Nicer smoothing

* Tweaking values

* Water color tweak

* Greatly simplifies wet floor puddles

* Simplified line

* No reason for invisible puddles anymore

* Makes wet/dry vaccuum work with this

* Mop

* Reformatting how reagents are held

* Allows space cleaner to clean some kinds of puddles

* Fixing

* Moving this to simulated level

* Fixes puddles not being made anymore

* Standardised alpha

* Removing this for now

* Fixing chem dupe issue for when this matters

* Server config for behaviour

Co-authored-by: kanef <kanef9x@protonmail.com>
2022-03-11 19:13:44 -06:00
adacovsk
cfacc40135 Voting Methods (#31907)
* Voting System

The current voting system is very confusing and difficult to use or modify, so I updated it.

I also have added another voting method, described in #31803. Do not be alarmed, weighted voting is still used, but other methods will be available.

* Everything appears to work

Weighted and majority definitely work

* Update voting.dm

* admin can change from votable or nonvotable

* Revert "admin can change from votable or nonvotable"

This reverts commit 6d0c547958.

* done

* Update voting.js

* done done

* a

* Update voting.dm

* can change voting method

* Update voting.dm

* Update persistence_misc.dm

* a

* Voting Methods

I'll try again now that I separated the changes. Hear me out: I'm just adding new methods, they are not used unless an admin uses them, or a PR is made to change the default. The default remains the same as before. Adding two voting methods: persistent (works only for maps) and random (meme). Considering adding another methods too upon request.

* not working

* done

* Update voting.dm

* Update voting.dm

* Update voting.dm

* Update voting.dm

* Update voting.dm

* Update voting.dm

* Update voting.dm

* Update voting.dm

* eyup

* Update voting.dm

* Update voting.dm

* Update persistence_misc.dm

* Update voting.dm

* Update voting.dm

* Update persistence_misc.dm

* done

* done

* Update voting.dm

* Update voting.dm

* Update voting.dm

* Update voting.dm
2022-03-11 18:43:33 +01:00
DamianX
8dcc7ca7f8 Restored dusky's robotic vocal cords (#32160) 2022-03-02 22:22:31 -05:00
adacovsk
3c4288979f Voting.dm associated files tweaks (#32064)
* Trying

* works

* Update voting.js

* Update voting.js

* Update voting.js

* moved text
2022-02-24 11:22:37 -06:00
DamianX
57a973c957 Fixed component datums not being deleted with the parent (#32102) 2022-02-21 13:19:42 +00:00
adacovsk
4053d58b83 Voting System (again) (#31966)
* Voting System

The current voting system is very confusing and difficult to use or modify, so I updated it.

I also have added another voting method, described in #31803. Do not be alarmed, weighted voting is still used, but other methods will be available.

* Everything appears to work

Weighted and majority definitely work

* Update voting.dm

* admin can change from votable or nonvotable

* Revert "admin can change from votable or nonvotable"

This reverts commit 6d0c547958.

* done

* Update voting.js

* done done

* a

* Update voting.dm

* can change voting method

* Update voting.dm

* Update persistence_misc.dm

* a

* Update admin.dm

* sorry

* minor optimization

* Update voting.dm
2022-02-09 18:32:26 -06:00
adacovsk
efbb0494fb Revert "Voting System (#31884)" (#31965)
This reverts commit 11953788f0.
2022-01-31 21:18:25 -06:00
adacovsk
11953788f0 Voting System (#31884)
* Voting System

The current voting system is very confusing and difficult to use or modify, so I updated it.

I also have added another voting method, described in #31803. Do not be alarmed, weighted voting is still used, but other methods will be available.

* Everything appears to work

Weighted and majority definitely work

* Update voting.dm

* admin can change from votable or nonvotable

* Revert "admin can change from votable or nonvotable"

This reverts commit 6d0c547958.

* done

* Update voting.js

* done done

* a

* Update voting.dm

* can change voting method

* Update voting.dm

* Update persistence_misc.dm

* a

* Update admin.dm
2022-01-31 18:11:03 -06:00
Hinaichigo
15c7603524 Grues Revisited (#31687)
* Base of grues.

* Few more updates to grues

* Bit more work on grues.

* Bit more work on grues, namely getting them to evolve and reproduce properly.

* A few additions to gures and also to simple mobs to allow for delayed airlock forcing.
Egg hatching and upgraded stats with every sentient being eaten.

* Few additions to grues including a grue language and gruevision to see in the dark.

* Several changes to grues, including adding their antag roles (still need to be tested/debugged).

* Finalized the base of grues including a nicer-looking grue vision.
Some stuff remains to be tested and debugged.

* Removed obsolete file.

* Updated vgstation.dme with grue additions

* Update vgstation13.dme

* Update grue.dm

* modify .dme

* typo

* remove unneeded variable

* Added gore globs from those eaten by grues that can be cloned or brain extracted. Also fixed some bugs preventing slime puddles from being put in a cloner. Had to generalize a bunch of code in various places to do this (eg. moving certain procs and variable definitions from /mob/living/carbon/ to just /mob/living/)

* Removed gore globs after being eaten by a grue; a head remains by default so it's not needed.
Also debugged slime puddle cloning.

* -grue egglaying is set to a config option
-few modifications to grue antag objectives

* Added changelog and some UI tweaks.

* Update misc_structures.dm

* Update misc_structures.dm

* Juvenile grues can force open doors as well. Also added some more descriptive text upon moulting. Fixed airlock code bug.

* Update grue.dm

* Delete nulllight.ogg

* Fixed up grue sound effects. Renamed humanoid grue to umbra.

* more grue/umbra split stuff

* Update Hinaichigo.yml

* Adult grues can force airlocks open instantly.

* Changed role greet messages from 'danger' to 'warning'.
Explitized empty lists in grue gamemode variables.

* Update grue_egg.dm

* Few fixes to grues.

* Used defines for lifestage checks.
Reverted organ changes and removed an unneeded(?) check from cloner code.

* Migrated grue abilities into spells framework.
Made umbras (humanoids formerly called grues) in the same faction as grues.

* .

* Grue spell icons

* .

* Custom blood and meat colors for mobs.
Grue meat contains a certain substance.

* Removed gore globs.

* .

* Meat coloring + related food unit test fixes.

* Update icons.dm

* Bugfix with custom meat colors.

* .

* Grue abilities panel+sprites.

* .

* Fixed up grue role/objectives.

* .

* Sprite tweak.

* .

* New sfx for moulting and burning in light.

* .

* fixed icon conflict

* .

* icon conflict fix

* More descriptive variable names. A few tweaks to stats.
2022-01-21 10:08:07 +00:00
kane-f
c4063b988e Sends transaction info to PDAs as alert to user with banking app (#31801)
* Sends transaction info to PDAs with banking app

* Typo

* More fixes

* More fixes

* Better approach

* Associates these vars properly

* Cargo stuff

* ATMs

* Fix

* PDAs

* Nicer this way actually

* Some misc stuff

* Near last of these

* And last one

* Confirmed working in game, now for a slight optimisation

* Fixing runtime

* Some comments

* Removing unused code

Co-authored-by: kanef <kanef9x@protonmail.com>
2022-01-11 12:02:43 -06:00
jwhitak
2c99a0e1eb Reduces number of spawning Hobo Shacks (#31250)
* Update hobo shack frequency

* Update map.dm
2021-11-13 08:55:09 -06:00
kane-f
0a808eca1e Changes z-level defines to map datum vars (#31268)
* Changes z-level defines to map datum vars

* Compile?

* Maybe now

* Map compile

* Updating these

* Adding this back again

* Nicer

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-11-13 08:53:03 -06:00
DamianX
50b3c28e93 cleaned up world/New, unused stuff (#31194) 2021-11-04 12:57:23 -05:00
DamianX
2ab8f80082 Ported Jump-Point-Search pathing from TG (#31114) 2021-10-26 00:30:38 -05:00
DamianX
a4438724c9 Changed all relative paths to absolute (#31078) 2021-10-18 16:28:55 -05:00
Exxion
6ad27a0d4a Removes connection_manager (#31016) 2021-10-10 13:07:13 +02:00
DamianX
3196622f57 tgui merch computer (#30961)
* tgui merch computer

* header

* update

* update bundle
2021-10-06 19:38:37 -05:00
kane-f
1c63d87b37 Revert "Revert "Multi-z infinite loop fixes (#30996)" (#31000)" (#31002)
This reverts commit 07e41392ef.
2021-10-06 19:36:15 -05:00
DamianX
07e41392ef Revert "Multi-z infinite loop fixes (#30996)" (#31000)
This reverts commit 7503e1ae8e.
2021-10-06 09:49:22 +02:00
kane-f
7503e1ae8e Multi-z infinite loop fixes (#30996)
* Multi-z infinite loop fixes

* Better

* Better

* Better

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-10-04 20:44:17 -05:00
kane-f
b50bef7b88 Map element (vault etc) updates: Item overwriting option, rotation on loading (#30957)
* First attempt at making rotated map element loading working

* Fixes

* Fixes

* Oversight

* Fixes offsets properly, ugly but works

* Makes some vaults have ability to override it

* Now properly sets these loaded in the exact position, if not a bit hacky

* And now, the moment of truth, the actual rotation in loading itself, plus a server config

* And a fix for this maybe

* Overwriting of movable atoms support

* Maybe like this?

* Ah, the grid parsing was going counterclockwise by mistake, that's why it was doing that

* Makes this show up in jump formatting

* Rotated dungeons below

* Initialising again after rotation is probably better

* Fixing turfs ie. shuttle not rotating properly

* Stops a runtime

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-10-01 22:36:54 -05:00
kane-f
8a492df515 Better multi-Z layer connection system (#30935)
* Base of rework of this

* This too

* Proper format

* Working examples

* More unused content cuts

* Final compile fix

* Changed it in the wrong place

* Adding these checks back in

* New distance function to fit new system

* Better like this

* Saner way to do it

* Save calling all that on same zlevel

* More sanity

* Make this a server config too, for rendering

* Oh and here too

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-10-01 17:41:37 -05:00
DamianX
1b30afe9a1 Timer subsystem (#30906)
* timers

* amend comment
2021-10-01 17:37:00 -05:00
adrian
a6d9fa28d0 Fix slow initialization log (#30912) 2021-09-26 19:32:07 +01:00
Exxion
de7b8a72fd Fixes new_player hard del (#30885)
* Slays the Beast

* Don't need this anymore
2021-09-25 01:58:15 +02:00
DamianX
e45b446c80 GC_FINDREF improvement (#30844)
* GC_FINDREF improvements

* fug
2021-09-23 20:00:18 -05:00
DamianX
bf65f91e68 Fix registered_events hard-dels (#30843) 2021-09-23 20:00:07 -05:00
DamianX
4a5f2e40a8 Ported component AI to the new component system (#30751)
* wip new component ai

* wip 2

* he lives

* fixes

* comment
2021-09-22 14:30:47 -05:00
Exxion
e42fc14987 Removes the big gaps between MC panel items (#30824) 2021-09-20 22:30:51 +02:00
Shifty
7be042441a the meat of it 2021-09-18 14:25:35 +01:00
DamianX
c9d6a779d6 tgui security cameras, removed advanced security camera console (#30607)
* tgui security cameras, removed advanced security camera console

* Si può fare!

* You didn't see that

* don't need this shit anymore
2021-09-17 16:32:16 -05:00
DamianX
65647fb790 runtime fix bundle: collector's edition (#30679) 2021-09-10 20:15:51 +01:00
DamianX
9fc6406a87 tgui 4 (#30535)
Co-authored-by: ShiftyRail <31417754+ShiftyRail@users.noreply.github.com>
2021-09-07 16:15:19 +01:00
ShiftyRail
409ae193c2 The Postman always ring twice (#30551)
* Revert "Revert "Revert "Lights out tonight (trouble in the Heartland) (#30526)" (#30527)" (#30529)"

This reverts commit 5ae655387f.

* fixes urgent problems

* fixes the problem with zooming out

* gliding

* on the beach

* suffer not the lag

* fixes mesons and fire
2021-09-07 09:58:07 +01:00
Kurfursten
5ae655387f Revert "Revert "Lights out tonight (trouble in the Heartland) (#30526)" (#30527)" (#30529)
This reverts commit 2a0cec3fda.
2021-09-05 18:22:30 -04:00
ShiftyRail
2a0cec3fda Revert "Lights out tonight (trouble in the Heartland) (#30526)" (#30527)
This reverts commit eb21803691.
2021-09-05 17:14:55 -05:00
ShiftyRail
eb21803691 Lights out tonight (trouble in the Heartland) (#30526)
* Revert "spark machine (#30524)"

This reverts commit 7fc876a34d.

* Revert "This is why we can't have nice things (#30520)"

This reverts commit 6f7fbe95c1.

* Revert "Europa Lights 2021 - version 3 - wall shadows working edition (#30497)"

This reverts commit c03b442604.
2021-09-05 23:02:14 +01:00
ShiftyRail
c03b442604 Europa Lights 2021 - version 3 - wall shadows working edition (#30497)
* step1: compiles

* readds shadow atoms

* attempt at making spess dark

* planes fuckery

* forceMove fixes

* mouse opacity fixes

* moving to the europa light jargon

* rational brightness ranges

* re-adds moody lights

* sunglasses : compile check

* readds vampire vision

* No stacking of overlays, pt. 1/2

* makes wall shadows NOT ass

* toggle darkness

* compile

* sacrifice my firstborn to the linter gods

* test one

* uh

* europa lights mapping

* fireaxe cabinets

* Doing surgery on maps: deff

* removed herobrine

* map surgery: metaclub

* map surgery: synergy

* maps surgery, low fat bagel

* makes this compile

* more edge cases (haha)

* forgot these features

* blur: on

* wizzie den dark

* fixes the thunderdome
2021-09-05 13:54:34 -05:00
jwhitak
e26779bba3 Credits per Slip Buff (#30365) 2021-08-30 00:16:46 -05:00
kane-f
84bf965ae8 Multi-z 3: With a vengeance (#30178)
* fix map

* Fixing bad syntax

* Maybe this will work

* Travis wanted me to remove this

* Unticking attempt

* Unticking attempt 2

* Removing all useless broken zshadow stuff

* Maybe now?

* Oh weird

* Adding up/down pipe sprites

* Adding darkness overlay, attempt #1

* Second attempt, now works

* Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness

* Fix, plus keeps this floor in place

* Really bad fix that stops space looking weird

* Now everything should work normally, except lighting overlays

* Updates the map

* Consistency

* Adds new fall damage sound

* Typo

* Jetpack fun

* Better

* Less bad brackets and parantheses pain

* OHhh

* These fly too, brooms next whenever I figure those out

* Finishing pipe icons

* Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake

* Bringing back zshadow, but with no icon

* Oh it's this issue again

* Final fix, better attempt at image relay

* Now for it looking nice, vis_contents are bad here too

* Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it

* Map change

* Changing it back, test server stays on box anyways

* Removing non-working solution

* Removes broken lighting overlays

* Finally fixes up floor generation above walls

* Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz

* More, almost done

* Finalised

* Cube option

* Logic fix

* Syntax

* Attempting to make item fall on arc

* Compile

* Now this is no longer needed

* BRACE FOR ENABLING MULTI-Z ZAS

* Attempt at fixing glass floor tiles

* Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink

* Missing var

* Removing unused var and fixes consistency

* Fixing logic and syntax etc, still needs testing before uncomment

* Uncommenting, some fixes too

* Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING

* Client proc to test this

* Adds to list

* Typo not drawing red on main layer

* Here too

* Adding debug logs for clarity

* Better

* Even better

* Experimental multi-Z EMP support, cylindrical effect for now

* Better distance falloff

* Sound/visual support on other layers?

* Z cap for EMP sound

* Booms too

* Adds back accidentally deleted file

* Muuuch more sane check

* Attempt at connecting heard speech between multi Z

* Cleaner

* Missing bracket

* Removing zshadow mobs entirely again, no need for them whatsoever

* Multi-z visible messages

* Emotes

* Fix?

* Wew

* K

* Much nicer function

* I forget about this define

* Ohhhh

* Comma fix

* Aaa

* This might fix

* Removing visible message one for now

* Trying this solution

* Typo

* RIP location, hope this won't break anything

* Actually location gets to come back, fix is here

* I give up, the tests are clearly what's borken

* Let's see what this does with those nullspaces test items (yes really)

* Indent fix, plus nice comments

* MULTI-Z SOUND???

* Woops

* Jetpack and etc trails over open space now!

* No macros, this is why we can't have nice things

* Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK

* Gotta make leapers not fall somehow

* Bad oversight

* Fully allows going down stairs with weird border objects

* Flying now works properly for humans on open space

* Now, fall instantly on stop

* Oversight

* Oh this function

* New helper functions

* Oversight again

* Replacing lines with abs(), multi z singulo pull attempt

* Quick supermatter fix

* Don't cut overlays

* Move down here

* Typo

* Now actually works, implementation could be better though

* Additional helper function for z distances because BYOND hates comparing z

* Reimplementing for sound

* abs() to keep positive for max comparisons in line distances

* Keeping gas overlays outside of multi-z viewing to stop some glitches

* That didn't work

* Testing removal from float planes for stuff that never needed to be on it

* Fixes gas overlays showing up all wrong in multi Z ZAS

* Gutting this controller, no longer needed period, system works fine without it

* Now glass floors look mostly perfect on open spaces

* Var name change for fun stuff later

* Knew I'd miss one

* Gravity based fall delay?

* Settle with using sleep() for now, what could go wrong?

* Lagged the game horribly, so everything

* Here all along, huh

* Just remove it for now, it kinda works but not ideally at all

* Thank you TK code for giving me a nice and working way to do this

* Comments, oversights

* No wait it was right the first time

* Now for the damage multiplier

* Knockdown too

* Nicer format

* This should still be min, plus now have a debug log and shifted around logic

* Now for mech stuff

* Clamping knockdown

* Definition fix

* Dusting this off, hopeful fix to things not falling

* Probably don't need this, I forget

* Hahaha nope, this did nothing

* Finally, a way to make fall() call in mid air after a delay without horrible lag

* Tunes pipe layering if on same zlevel, getting there

* Now fully tuned

* Adding bones for pipe item support

* Test

* z_up pipe item icon state

* z_up and z_down pipe item icon state

* Adding these to pipe dispensers

* Typo

* RCDs too

* Moved here

* Moved back

* Makes space work nicer

* Oh and here

* Fall updates

* Don't need this

* Oversights everywhere

* Fixes

* More

* More, and new stuff

* Even more

* Dampening these a bit

* So many, so moved to new file

* Forgot this

* Refactor

* Forgot to actually use

* Indentation issues

* Works better like this

* Refactors into nicer proc

* One oversight

* Stair frames, to construct into stairs

* Stack recipe for em

* Cutting useless stuff

* Fixes

* Last fixes

* Stops uncrossing at non existant aboves

* Better logic

* Better logic

* Fix

* Fixes nullspace checking runtime

* Removes redundant check on stairs

* Replaces CanPass with Cross, functionality is same and definition is duplicate of it

* Missed one

* Darkening and falling tweaks

* Better call for gravity

* Oversight

* Stops falling in space, zero-g open space movement fixes etc

* Consistency

* Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to

* Var name fix

* Much nicer system with no recursive function or last_fall variable use

* Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity

* Makes z distances pay attention to multi z support

* Maybe this is better

* Left this in

* Adding visible and hidden variants for mapping

* Counts glass floors as open space for the purpose of open space checks

* Bracket fix

* Makes it a macro for easy viewing

* Space looks much better like this honestly

* Makes schematics actually show up on RPD in multi-z

* Making these tied to WORLD_ICON_SIZE

* Changes for someone to test

* Now the fix actually works

* Removes forceMove(), nicer solution

* Giving stairs all their dirs

* Fixing stair position problem and other things

* Stair deconstruction

* Removing redundant enter() check to move()

* Some updates as requested

* .dme and map/file fixes

* .dme and map/file fixes

* Updating can_falls

* Ladder climb fix

* Some port notes updates

* Docs itself

* Removing unused edge_type var

* Removing landmark object, converts it code side

* Removing unsimmed walls doing it, not necessary

* Updated descs

* Fixing observer non-standards in file

* More file cleanup

* Jetpacks allow z-travelling

* Now they really do

* Robots too

* Updating docs

* Code cleanup

* Catch one

* Indent fix

* Not sure what that even is

* Catching these

* Applying some old fixes

* Removing unused file

* Moving nodes back to original places, or an attempt to

* Here too

* Removing unused file

* Moving these back too

* Some fixes for now

* Some more

* Even more, almost done

* Better pipe icons

* More icons

* Disposal pipe construction

* Mixup

* List optimisation, new fixes

Co-authored-by: Damian <damian@autistici.org>
Co-authored-by: kanef <kanef9x@protonmail.com>
2021-08-27 08:14:13 -05:00
DamianX
6f5fd84bcf Fix the fix for lockers initializing twice (#30364) 2021-08-26 00:07:11 +00:00
DeityLink
948c26e546 Fixed Teleport Scrolls, Ghost Teleports, and Adminbus Teleports missing most if not all destination areas. (#30225)
* Fixed Teleport Scrolls, Ghost Teleports, and Adminbus Teleports missing most if not all destination areas.

* dfzedfefaze
2021-08-16 02:26:26 +02:00
Exxion
7a87dfac97 Tunes up zone rebuilding again (#30223) 2021-08-15 20:09:13 +02:00
DeityLink
500c904010 The Manifest Prediction button now appears to new players right away (#30180) 2021-08-11 15:24:41 -05:00
DamianX
667f55d147 Available maps are determined by code (#30017)
* Available maps are determined by code

* Fixed github actions
2021-07-19 14:48:43 -05:00
DamianX
d41f092b08 Fixed a bunch of hard-dels (#29966) 2021-07-08 09:53:21 +01:00
kane-f
d00a03e146 New ghost verb: Become Space Hobo (#29808)
* Basis of this job

* The hideout

* More stuff

* Walling

* Start landmarks and APC

* .dme check

* Generation code

* Adding to init

* Tweak for later

* This is needed to compile

* Moving this here to see what it does

* Oh I got the filename wrong

* Saving it like this, maybe now it'll work

* Maybe this will help

* Oh right. Testing for box anyways

* And everywhere else too

* Shack tweaks

* Reformatting this

* Oh it's like this

* Starting tweaks

* And more

* Midround stuff

* Locking it from observers, ideally

* Removing more unused things

* More species

* Typo

* Config stuff

* Safe tweak

* Gives own ID type

* Tajaran outfit

* Redoing shack generation

Co-authored-by: kanef <kanef9x@protonmail.com>
2021-06-23 17:47:02 -05:00
Exxion
dba1ca7b0e Revert "Europa lights 2021 (#29551)" (#29851)
This reverts commit 4c25cd6b62.
2021-06-20 22:25:47 +01:00
ShiftyRail
4c25cd6b62 Europa lights 2021 (#29551)
* Mapping changes

* code changes

* conflicts part1

* icons

* wrong remote

* box compiles

* synergy

* fix linter

* review

* Documentation

* Packed mapping

* light tiles? idk

* Metaclub. God there's a lot of lights

* Reduced power costs

* Deff mapping update

* Synergy

* Dam's review

* Damian's review part 2

* linter

* maybe fix schrodinger's lights once and for all?

* the absolute icon_state

* grammar

* nevermind

* review

* gues

* europa lights roidstation (#10)

* Lowfat bagel

* last box touches

* i'm dumb

* klh

Co-authored-by: SonixApache <SonixApache@users.noreply.github.com>
2021-06-20 14:29:59 -05:00