* Adds the beginnings of past grenades.
* Have past grenades *mostly* working. Still need to add special cases for monkeys, silicons, power cells, and the nuke, among other things.
* Adds a box of past grenades.
* "Fully" implements past grenades.
* Makes turfs able to be sent into the past.
Some fixes.
* Forgot this.
* This is probably a better solution.
* Grilles, windows, and timers now properly get their unique vars reset when being sent into the past.
* Closets and tables now behave properly when sent into the past.
* Welding tool past proc.
* Forgot about this.
* Removes blind copying of atom locking.
* Makes all resettable_vars lists static.
All entries in resettable_vars lists are now indented only once more than the list declaration.
* Removes some copypaste.
* /datum/var/being_sent_to_past no longer initialized by default.
* Requested change.
* Testing's all done, don't need this anymore.
* 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
* Hotfixes bugs
- disables mining dungeon generation temporarily due to runtimes
- shadows are now transparent to the mouse
- lying down shadows won't make it look like you're floating
- tweak: snow slowdown decreased by 3 times
- removes veal render (map merger doesn't work aaa)
- disables vaults & events temporarily
* 111
* SNOWPLANES?
* snow map #2
* it sort of works (not really)
* we'll call this a prototype
* committing so I can remove other changes later
* snowmap prototype 2/11/2016 - practically ready for an open beta edition
* more stuff, more sprites, more items, we're getting there
* before I uncheck the error handler
* AAAAAAAAAAAAAAAAA
* it works now
* Edits the map to be more terrestrial: Added paramedic stations/security stations/EVA stations to each map. Removed grilles from taxi. Still a bunch of shite to do eg belt hell but we're getting there
Also tweaked spawn chance because reasons
* snowboot
* Coats (#2)
* Take these, good luck
* oops
* According to all known laws
of aviation,
there is no way a bee
should be able to fly.
Its wings are too small to get
its fat little body off the ground.
The bee, of course, flies anyway
because bees don’t care
what humans think is impossible.
Yellow, black. Yellow, black.
Yellow, black. Yellow, black.
Ooh, black and yellow!
Let’s shake it up a little.
Barry! Breakfast is ready!
Coming!
Hang on a second.
Hello?
- Barry?
- Adam?
- Oan you believe this is happening?
- I can’t. I’ll pick you up.
Looking sharp.
Use the stairs. Your father
paid good money for those.
Sorry. I’m excited.
Here’s the graduate.
We’re very proud of you, son.
A perfect report card, all B’s.
Very proud.
Ma! I got a thing going here.
- You got lint on your fuzz.
- Ow! That’s me!
- Wave to us! We’ll be in row 118,000.
- Bye!
Barry, I told you,
stop flying in the house!
- Hey, Adam.
- Hey, Barry.
- Is that fuzz gel?
- A little. Special day, graduation.
Never thought I’d make it.
Three days grade school,
three days high school.
Those were awkward.
* define
* bugfixes
* fixes conflicts
* fixed bugs and made hoods work better
* do ah look lahk ah know what "ay-tomic" is?
* bugfixes shadowfixes added like seven different coats, ian now can wear scarves
* mapchanges - snaxi is now united
* wolves, and point handling (#3)
* wolves, and point handling
* wolf pointing, removes hitler
* Removes nonsense
* ice ice baby
procedural generation is the best buzzword
new snow map doors
map now has proper z level names
not working right now
ice smoothing is being a !!bitch!!
* glaciers now smooth
glaciers no longer eat up the pipes between stations (this will cause some fuck ups with smoothing but uh yeah)
you now slip on rivers
todo
- skis
- snowshoes
- spiked boots
* Moves ores to overlays, adds snow roid sprites (#5)
* Moves ores to overlays, adds snow roid sprites
* Fixes gibtonite, re-approaches some mine surprises
* Wendigos added, skifree yeti added, wendigo meat and transformation added (#4)
* DEER, and leather stuff
* Adds xeno spears, xenohide, fixes bugs
* alright dragonbro over to you for tonight I'm going to sleep
* Fixes wendigos, and wolves
* if it works it works who cares why
* snowmap bugfixes and optimisations
* zzz
* Revamp in working state
no work in progress
saving wip
Most issues fixed. Fishing half way through overhaul to include minigame
Turned spaces into tabs. fucking atom REEEEEEEEEE
Clownfish and clownburger added.
All fishing code done. Carp and normal fish recipes updated and ready. Carpmeat changed to subtype of fish_fillet.
WIP. Rods mostly done. Basic fish and bait added.
* removes bluespace ponds to be atomic
* fixes issues - bluespace pond back in the code but not able to be got anywhere
* does the easy things
* renames it taxi outpost
adds map cleaning things
* OK THIS WILL FIX IT FOR REAL
* fixes EVERYTHING but it's not ready to merge because I reckon we can squeeze some last minute features in
* whoops forgot to fix this
* underground mining stuff
* adds lobby music courtesy of aceedex
* bugfixes
mining underground optimisations (now it actually runs instead of grinding to a halt)
there are runtimes
aaaa oh well will fix tomorrow
* fixes so that JSG can host it
some missing features
* Lazy lighting init, fixes, and optimizations.
All corners are now made when first needed (some edge cases due to sloth)
Makes set_light accept null for the l_color parameter.
Fixes set_opacity not update has_opaque_atom on the turf.
Performance optimization to the internal lighting application code.
* NONSENSICAL_VALUE
* Removes some useless vars
Removes a bunch of vars, or demotes them to more specific typepaths than /atom when they are used just a few times or no times at all.
* Another one boyos
* Remove another var in favor of a global list
* Make ashtype a proc, since its only used in 4 places and is completely static
* NEVER USED
* Demote to /atom/movable
* Demote to /atom/movable, again
* Makes on_MOVEd be on /atom/movable
* Removes unusued /turf var
* Unusued on /atom, demote to /atom/movable
* Removes unused turf var
* Makes materials and starting materials /atom/movable
* Garbage collecting
Did a bit of improvements to help with garbage collecting of pdas, headsets, and humans, in theory humans could garbage collect now.
Adds a new tool to find references when testing garbage collecting, it works pretty well and in theory should find every possible reference (but it doesn't and its infuriating)
* Mind too
* Changes checks for zlevel 1 to map.zMainStation
* Replace all hard z-level checks with checks from _map.dm
* Hey look at all this manual z assignment (basically none)
* Whoops
* nanouwhy
* aaaa
* w h y
* 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
* Some different parallax shit
Fixes parallax not letting your view reduce below size 7
Removes parallax forcing you to see things over walls
Fixes whatever other seeing space bugs there are
* Some code improvements
Fixes hyperspace transit layering bug
Makes lighting corner generation blazingly fast (jesus christ spawn)
Makes overlays be ignored by timestop.
Fixes smart_vis_update(). I'm honestly suprised it's broken-ness didn't
show up earlier.
This might fix the null.x shuttle runtime. Can't say for certain however.
* Ports the Paradise error handler.
Made by @Krausus
Initial code port, it compiles!
* It now looks cool!
All kinds of fancy CSS and HTML things.
* Stuff
Fixes Comic's comments.
Ports some more changes from Paradise.
The src from the machinery process is NOT included. I consider stack
traces more valuable.
* added dectalk
* Adding Solution
* added changelog
* added configuration options for server and port.
* adding the other files
* Async code and in-memory storage
Requests are now handled in the thread pool asynchronously
Requests now generate a guid which is used for their callback
Requests now generate all data in-memory without using files
* added more config for setting up the tts server.
* modifying example config to reflect changes.
* Remove async wrapper
This was causing the main thread to exit
* Fixed error on invalid guid
* everything should be working now, wow.
* Update Assembly Info
* Removes FonixTalk and changes to using the speech synthesis library from C#.
* Away mission refactor
* add to config example
* Better interface
* Attempt to make map loading less laggy. Change category of new verb
* Let admins jump to created away missions
* Fix issues noticed by PJB
* Check admin rights
* Let gateways connect to multiple away missions. Fix gateway connections
* switch order of ..() and gateways.Remove(src)
* change var name
modify all the maps, replace restaurant with icecream truck
add rewards to ice cream truck and satelite, defines
fix maps
remove cursed satelite of doom
Add hivebot factory to replace haunted satelite. Fix minimaps for good
maploader lighting
woops
Adds clown base
remove exclamation marks
nerd
Adds a ruined R-UST vault.
Remove vaults from z1, fix hivebot factory