* Syndicate disease disks upgrade: Effect database forger
* Fixes
* More subtle and recognisable at the same time
* Eh
* Adds nice symptoms by default to new spoof disks
* Fix
* Splitting disk by itself into seperate uplink item
* Fix
Co-authored-by: kanef <kanef9x@protonmail.com>
* day 1
* day 1.1
* day 2
* day 3
* day 4
* day 5
* day 5.1
* day 6
* day 6.1
* day 7
* day 7.1
* day 8
* day 9
* day 10
* day 11
* day 11.1
* 11.1.1
* day 12
* and on the 13th day, he looked upon his work, and was pleased with what he saw
* 13.1
* day 14
* day 15
* day 16
* day 16.1
* fixing conflicts after rebasing post-Europa removal
* day 17
* day 17.1
* day 18
* day 18.1
* day 19
* day 19.1
* day 20
* day 20.1
* day 21
* day 21.1
* Refactors shuttle turfs into normal types of floors and walls
* Moving macro
* Redundant vars
* Brig floor
* Better as this type
* Last tweaks on types
* Some more sanity
* Better way
* Now smoothing should work
* Well, if you say so
* Adding these
* Oh actually we do need it
* Smoothwall support
* Fixed corners
* Stock icon state for this
* Converting to smoothwalls
* These too
* More optimisations
* Smoothing now more like original
* Typos
* Icon cleanup
* More progress
* Diag walls in practice
* Fixing box
* Actual box fix
* Slight tweak
* Weird dir 3 thing gone
* Repath
* More cleanup
* Even more
* 2 more
* Moooore cleanup
* More icon trimming
* More cleanup
* Removing redundant type
* More refactor
* Bswall cleanup done
* Non corner walls done
* Beginning diag cleanup
* Last of corners refactored
* Icon cleanup
* Redundant dirs
* Bagelstation
* Fixing most lightspeed ships
* Boxesstation
* Lot of centcomm shuttles fixed
* lowfat, roid, packed
* Roid fix, waystation
* Deff, meta
* Horizon
* Lamprey, somehow
* Snaxi, castle
* Xoq, snowbox
* Synergy, all main maps done
* Some vaults
* All vaults done
* All working away missions done
* Adding turfs underneath these, touch up afterwards
* Waystation again
* Turfing rest too, also fix afterwards
* Waystation again (again)
* Bagels
* Snowmaps
* Meta and deff
* And finally, lamprey
Co-authored-by: kanef <kanef9x@protonmail.com>
* Removes some awfulness from the code
* fixes
* derp
* dangit
* ahhhh
* ok FINE you can have it
* just return a string will you
* at this point I'm just throwing stuff at the wall until something sticks
* ok actually I think I see the problem
* also this is redundant actually
* 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
* wip refactor old events
* refactored events
* We're not lazy anymore! I mean we're still are. We just don't call ourselves that. Lazy is the new default option. It's also the only option. God, this took so long.
* 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>
* Beginning suicide_act rework
* compile
* more acts
* compile
* compile
* compile
* compile
* better logic
* oh
* oh
* grammar
* TTVs now act like c4
* or now
* now for flares
* compile
* more general ones
* better
* even better
* generalises these too
* supermatter
* oversight
* circuit imprinters
* oversight
* tweaks
* tanks
* consistency
* oversight
* better chem dispenser one
* computers and gibbers
* oversights
* tweaks
* Fix
* processor
* NOOSINGS FINALLY PORTED FROM HIPPIE
* woops
* removing redundant code, consistency too
* more redundancy down
* this is better
* forgot one
* making nearby item checks more sane now
* better bomb one
* oversiiiight
* cuts down redundant function
* now for welderbomb suicide
* sanity
* more sanity
* switch looks nicer
* these too, obligatory
* oh right
* oh right
* hopefully these work right now
* updating for this one now
* species check
Co-authored-by: SECBATON GRIFFON <sage>
* 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>