* 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
* Refactors /obj/effect/effect into /obj/effect
* Fixes these
* And these
* And these
* Fixes stuff not being clickable
* Fixes .dme real quick
* Removes now-redundant vars
* This too
Co-authored-by: kanef <kanef9x@protonmail.com>
* MushroomTeeth
* panda bearpelts
* I can't stop listening to Guilty Gear Strive's opening
* THAT IS BULLSHIT ! BLAZING ! STILL MY HEART IS BLAZING !
* well the test run linter failed for no good reason this time so here's more Dreaming.txt content to celebrate Xenoarch and Xenobio finally graduating as their own job.
* ok that one is on me
* wristwatch
* added wristwatches the the regular maintspawner loot table
* watch for tourists
* observer get it too lol, the red strap is back!
* Update code/modules/maps/spawners/spawners.dm
* more watches
* tadaa
* oh right
* fixed conflicts
* Various Space Hobo fixes
* Removing from .dme
* Logic fix
* Test fix
* Population cap
* Adds confirmation prompt
Co-authored-by: kanef <kanef9x@protonmail.com>
* Allows all assemblies to be attached to wires
* Making it for all items it's inside, like things that use wires
* Better way to write it
* Typo
* Mobs were a mistake
Co-authored-by: kanef <kanef9x@protonmail.com>
* Basis of spell
* Spellbook and uplink entry
* Only mimes can read it
* Spell rework
* Indent fix
* Table hotfix
* Checks to prevent players breaking some maps and whatnot
* Reimplementation as requested
* Movables...
* Further reimplementation
* Typo
* Duration handle fix
* Documenting spell
* Duration has to be defined itself
* Description fix
* Allowing turfs to be targeted
* Trying this to include turfs
* Annoying workaround but it'll do
* Removing from bundle
* New recoil
* Fix
* Fix
* Works better in uncross
* Here too
* Oh wow
* Performance tweak
* This is redundant
* Requested fixes
Co-authored-by: kanef <kanef9x@protonmail.com>
* 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>
* Beginning of this
* And don't show it if there are none
* Don't make this disappear
* Better title
* Don't want this repeated
* Standardises
* Tweaks
* Testing antagHUD visibility
* New window size
Co-authored-by: kanef <kanef9x@protonmail.com>