* Adds loadouts.
* Fixes some mistakes.
* Added a "delete stripped items" option to the Equip Loadout verb.
Began moving some of the equipment sets from Select Equipment into loadout objects.
* Adds another batch of loadouts migrated from Select Equipment.
* Fix compile failure.
* Finishes migrating Select Equipment into loadouts.
* Fix compile error.
* Handles things in a better way. Removes some needless children.
* Why bother with local compiles when Travis exists?
* Final tweaks.
* Adds a toggle for LOOC
* Fixes my last commit
* Revert "Fixes my last commit"
This reverts commit d0368d3cc5.
* Revert "Adds a toggle for LOOC"
This reverts commit 1133533dd9.
* Adds a toggle for LOOC
* 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
* Letting byond air out its frustrations on the skin, it wants to make these changes if you modify the skin in dream maker and save it, who am I to stop it?
* Adds swap sides verb to swap the sides of the rpane and mapwindow
* Added a preferences modifying verb, added many of the preferences to the preferences menu.
* The one in which I go crazy and implement the full special roles menu and all preferences verbs into the general settings menu and then remove all preference verbs.
* Comments this dumb shit out because it causes an error message
* Okay no defines
* 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#.
* Proc for generating map renders
I mean what else is there to say, it doesn't make it into one large icon unfortunately but someone could do that. Or you could use the goon method to display.
* This is useful as well
* Modifications
1. Changed getflaticon to show more directional sprites
2. Changed getflaticon to properly order the rednering of underlays -> sprite -> overlays
3. Changed maprender to use a transparent icon instead of a full alpha white one
4. Changed maprender proc to use a better sorting method stolen from getflaticon
5. Changed maprender to eliminate spaces in the outputted folder paths
6. Changed maprender to properly name the maprenders so they are ordered correctly
* Small fix
* Update map link
* Fix some more directional objects, fix multitile objects
* 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
* Adds debug verb for pooling
I think pooling is a thing that has very few bugs due to the way I've simplified it to the extreme and thus this debug verb in an ideal world shouldn't be needed.
But we don't live in an ideal world as you can clearly see
http://www.byond.com/forum/?post=2080853
This lets you view all the stored variables for a pooled variable type (assuming it has already been pooled at least once)
* Improved about 300%
* Fuck I'm so high
Map files are stored in data/logs/saved_maps, as such they can be retried with .getserverlog.
Note: map files exported still need a LOT of cleaning afterwards (literally every turf has redundant variables that might even break things written to them).
Deals with the 6 or so verbs that show up when you aren't an admin
-Both nano map generators have been moved to mapping (debug verbs) tab so that they aren't seen by everyone needlessly.
-The hard del() checking proc was fixed (it did NOTHING for months), improved, and moved to debug verbs as well
-THe check mob list is now hidden, can still be accessed by typing the verb with . infront of it in case it is necessary
-The debug verb for cameras, view datum, is commented out because it's debug code for testing a specific thing
Fixes Stuff
- Fixes VV not giving spells properly
- Fixes a garbage collection issue with ventcrawling pipes
- Probably fixes an issue where the is_in_modules check would return true for things NOT in your modules but of the same type Fixes#133
- Makes it so you cant make your view smaller than 1 tile because FUCKKKKKKKKK THATTTTTTTTTTTTTTT
- Makes it so only observers can change their view because new players and corpses dont particularly want/need it Fixes#127
- Moves view check to mob/login from mob/stat
See merge request !160