* manual trigger picking for admin spawned artifacts
* adds in a light based trigger
* misc fixes
* adds in pressure trigger
* quick electricity prototype, needs more refining
* unfuck dme
* SPEED trigger and misc fixes
* not visible trigger D E V I L I S H edition
* prototype pay2use trigger
* finalise everything before testing
* bug fixes
* requested changes
* misc tweaks
* datumised triggers
* missed some defines
* moves logging to triggered()
* misc fixes
* local man doesn't know how to qdel
* defines and qdel-ing less shit
* untested finalizations, runtimes on delete
* nulls some shit instead of qdel
* soon
* misc changes
* defines a shit
* unfucks the analyser
* toggle fixes
* rename artifact.my_effect to primary_effect, attempt to fix runtimes related to anomaly batteries, moved trigger generation to a proc that is called by artifact objects, brings create custom artifact up to date
* WAKE ME UP FROM THIS HELL
* forcefield fix
* misc changes
* reee
* Add QoL messages to admins when replying to prayers/faxes/etc
* fix runtime
* sends the replies to msay too
* Prayer response also goes to msay window
* reply faxes are now href links
* oops return
* Return paper after sending fax for reference in Topic() for msay, also fix Inti's forgotten second arg removal
* sanity
because to assume intelligence from everyone who'll ever code is to make an ass of u and me
* Whoops
* formatting and shit
* forgot about edge cases where there's multiple faxes in one department
* removed the <b> I added
* 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
* In which I get back at IAAs for faxing their butts
Drop-Bomb a SHIT but this is better
* PP menu works but is lacking content
I guess SOMEONE will make that eventually maybe who knows
Readds AI transformation to mobs other than humans, also makes it so you can AI-ize mobs into the current location, rather than always in the standard landmark locations for AI spawns.
* Portable turret overhaul
* caps
* visible_message
* revision 1
* thought I did this
* Temperature gun turrets work fully now
* revision 2
* Magic number removal
* energy weapon power usage isn't helpful for this
* more defines
* 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
* Fix Meteor Universal State not working
* Use a normal while loop
* I fixedi t
* Remove Meteor Storm customization, not a huge loss
* Muh ident
* Remove second confirmation
* 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
* NO MORE HALF MEASURES, CLUSTER
* NO MORE HALF MEASURES, CLUSTER
* bugfixes
* bugfixes
* final bugfixes before the final testing
* we have clearance for lift-off, captain.
* 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.
* PLANES
* whoops
* bugfixes
* adds dummy noir obj/screen
* I.plane = initial(I.plane) + assorted bugfixes
* fixed bugs and did a thing with lasers & tasers
* thanks for using a define up there it's really useful and maintainable.
* hand refactor (COMPILES)
* Works pretty much
* Test martians
* Martians
* Fix human UI
* Fix find_organ_by_grasp_index() returning arms
* CL + tweaks
* Last fixes
* a
* Better CL
* Fix weird issue!
* Fix virologist job
* Resolves a very important issue
* I thought I had already fixed this
oh well
* Fix grabs
* Shat