* da files
* :/
* ????????????
* IT WERKS(tm)
* :)))
* g
* this makes hair dye work
* remove hitler, fix wrong hair color being selected
Co-authored-by: SonixApache <soniixapache@hotmail.com>
* 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.
* Standardises opposite_dirs and reverse_direction
* Moves this here, makes more sense in this file
* Compile
* Compile test for this
* Fix
* Cuts out now useless proc
* Cuts this down too
* Additional helper
* Better as a define
* Using this macro in practice
Co-authored-by: kanef <kanef9x@protonmail.com>
* First steps. Template and some BYOND-side work
* Change of plans, fuck NanoUI, we html_interface nao.
Canvas painting code moved to it's own .dm, .tmpl split into .tpml and .js.
You can use a pen on a canvas to start drawing, can't save your drawing yet but it loads whatever data was already in there.
So far so good.
* Tweaks nanotrasen.css cause it SUCKS.
Link buttons behave like shared.css', and text inputs look better (that border had no business being so thick).
TODO: Check the MSGS' _UI cause it had a button input that looked like ass because of the CSS applying to all inputs
* UI and UI code overhaul. Topic receives data.
TODO: clean up UI code, It's a mess. paintTool.js should probably get split up further, separate the painting from the blending modes or something.
* Sanity, saving, description, and href-multi integration
* Yay, procastrination. Also, split UI and Topic logic into reusable datum separate from object, and some more sanity.
I really should get to the "display the painting in-game" part at some point
* IT WORKS! Paintings are showing up in game.
* Crayons! And pens and color and stuff
* Soap to clean/blank, and moving "Title" before "Author" on UI
* Couple fixes
* Paint brushes! Icons may need replacing, specially inhands
* Cyan paint bucket. UPDATE WIKI: SUPPLY PACKS
* Container fix. Picking a human's blood color as paint is funny, but weird
* Can't quite remember what I was up to last time, moved files to their own folder on /module I guess. Just, getting my stuff out there for a PR
* Supply crate and Eneocho's glass idea
* fugg
* Color transparency and movement throttling
* Hair dye spray cans.
Outperformed by rainbow crayons, those get two colors on top of the picker. Should implement brush size to give them an actual advantage. Maybe stronger paint?
* Fixes a couple oopsies after rebasing to (as of writing) current Bleeding Edge
* new icons
* .dme
* Palette
Co-authored-by: JellyVeggie2 <78439377+jellyveggie2@users.noreply.github.com>
* Beginning work on these
* Area set
* Including
* Indent fix
* Should fix
* Tweaks
* Go through walls hopefully now
* Properly
* Now they can leave
* Indent
* Actual indent
* More stuff
* Moving this out
* How
* Living checks too so it doesn't get ghosts
* Somehow I forget ..()
* Tweaks, hopefully makes powernet visible
* Some new stuff and tweaks
* Role and objectives, plus moving this to role anyways
* Attempt at the ruleset now
* Moving update here, might help
* Indent
* Proper path
* Better logic
* Sanity
* Fixes?
* Proper logo and formatting
* Making this less of a fixed amount
!
* Typo
* Adding the actual ability to hijack an APC instead of automatically getting it
* Fixing format
* Reordering
* Maybe this?
* Placeholder health bar and etc.
* Beginning work on spells
* Actual file
* Actually spawns the lightning, plus weaker version of overload for the pulse demon to use
* Do it some other time
* No need for machines honestly
* Make these immune to environmental stuff
* Basis of a fun proc with fun ideas
* Bunch of fixes, no longer die in APC
* Fix for this last thing probably
* More sanity
* Move down to machine level for more fun
* Testing it with cameras
* Indentation doing it again
* Vision tweaks, bones of arcade fun
* Adding actual threat
* More arcade support
* Link it up
* Indents again
* Fix
* Actual spell icons
* Sanity
* Indenting AGAIN
* Maybe this
* Another try
* Bracket fix
* Bracket fix
* Maybe it's this
* More fixes and tidies
* Spell info
* Spell master for this
* Adds charge to HUD
* Max charge too
* Typo
* Now actually adds it
* Nicer format
* Stat panel
* Battery sucking in practice
* Typo fix and trailing return removed
* APC cells too
* Weapon possession
* Robot possession
* Robot possession actions
* Makes repossessing easier, TODO: Some method to de-compromise them
* Visible hijack feedback and sanity
* Emagging pulse demon spell
* More checks and clarification
* 2 new ones
* Type fix
* Draining tweaks
* More of them
* Makes spells drain charge on use, and unusable without enough charge
* Bones of spell purchasing, probably mostly finished by now
* More sanity and cleanliness
* Spell menu now works, some upgrades
* More stuff, tweaks
* Power buying now fully works
* Tile checking, nerfs shocking mobs
* Moving this back
* Two new powers
* Fixing icon states
* Compile fix
* Better icons
* Compile
* Basis for upgrades
* Neater menu
* This in here too
* Some functionality tweaks
* Nicer role location
* Reordering
* Icons for power menu
* Ability upgrades, better UI later
* Remove these for now, better system than this some other time
* Readding these, in better form
* Readding their descriptions too
* Max health one too
* Adds feedback on purchase
* Attempting fixing spells not being cast
* Proper icon
* Health UI updating
* Now all spells target properly
* Makes this show up right
* The rest too
* Typo
* Better user feedback
* Getting scoreboard
* Patching these out
* These hotkeys too
* Lot of fixes
* Should let them use doors too
* Gives this an objective
* Fixes the lightning
* Better sound
* Pulse demons can now hijack robot speech
* Old way again
* Making usr into user
* Logic fix
* Cut down lines
* Invert since now true
* Cuts down line length
* Syntax
* Health icon updating
* Proper indent
* This too
* Polishing attack, some nerfs
* Last tweaks
* Maybe now?
* Adds new role objective
* Proper client pref
* Latejoin ruleset too
* Adding admin role panel buttons for ease of use
* Nicer movement procs, and only on z1 cables spawned
* forceMove instead of forceEnter
* Makes these not a magic number
* Fixing runtime on latejoin and actually closes these windows
* Revert "Fixing runtime on latejoin and actually closes these windows"
This reverts commit 640b1a65ae.
* Fixing runtime
* This too
* Better like this
* Cell charger hijacking
* And it rigs the cell too!
* Just in case
* Fixes var type
* The basis of this
* Slows down if not on cable if can leave too
* Actual spell now
* Probably better
* Capitalises
* Period
* Spell icon for this
* Nicer system
* Removing last remnants of old one
* And this
* Disabling this for now, won't compile
* This goes too
* Makes this power actually work
* Converts these to a datum, easier to maintain
* Nicer system
* Usr lets us have this again I guess
* Comments and finishing touches
* Adds some pulse demon wail sounds
* And REMOVES the ones reaper generated in place to base these on
* More obvious death
* Last fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* 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>
* 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
* 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.
* 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
* Add Time Agent role
* Add Time Ninja to antag prefs
* remove some randomness
* Remove parens
* pacify linter
* Spawn in an evil timeagent twin if they dawdle, start adding 'rearrange' jectie
* Time agent outfit datum
* chronocapture formatting
* Prevent runtimes if rewind rifle is dropped during send_to_past
* make time agent outfit special
* Add teleportitis and ion laws as timeline distortions
* Delete erase-from-timed mobs from in-game logs.
Specifically, PDA server, med/sec/whatever records, and
message server.
* remove merge conflict
* start adding time faction
* more faction changes
* whoops
* moved some jectie stuff into the faction
* adjust the time agent extract objective
now only one anomaly spawns in, even if a time agent twin is generated later.
* add decal to timevoid.dmm
* fix some bugs
* current untested changes
* remove duplicate proc, fix time agent pinpointer
* Add timeslip status effect for stage 1 time agent tardiness
* couple of time agent tardiness adjustments
* whoops
* whoops 2