* 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Because my optipng version was outdated (blame the optipng package I had installed) it failed to run on the erge commit.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
* 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.
* Fixes#11041
Adds makeSheets() to materials datum. Pass it materials and it will spawn the appropriate sheets. (Thanks PJ.)
Used makeSheets() to handle producing the proper materials when deconstructing closets/crates.
Plastic crates use the proper sheet size for plastic.
* Fixed changelog cuz I suck.
* Adds legionaire frogs
* Updates tomb of rafid
* FIX
* Rename frogs to hoppers, add centurions and javelineers
* Drown mechas
* Put two javelineers and one centurion on the map
* More frog traps in the flooded caverns
* Make water gallery entrance more obvious
* CL
* Another new area
* Ups
Fixes any ChangeTurf() calls before the lighting corners get initialised
breaking the lighting corners on the tile.
Fixes opaque atoms on a turf being deleted not updating lighting.
* Initial Commit
All CanPass replaced with cross, all CheckExit replaced with uncross
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc
* Commit #3
All move code has now been unhacked, all of it is functional except for border objects which still retain none of their original functionality
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc
* Commit #2
Cross() argment turf/target now has a standard value of src.loc, the basis for this is the fact that Cross() should technically only be called with a default value by Move() code when moving to a new turf thus everything on it the target turf should be the src.loc (reverted from commit fdee8c8b687a4d1f305bdc5f5e1a59ebeacb4702)
* Fuck me
* Okay Redo
* Hello, I am finished
* Adds sitting and resting icon functions
* Increases the amount that a Money bag can carry, removes the unlimited-creation of money bags from a mint, adds money bags to the mining supply pack
* the big xenomorph update
* changelog 9549
* fix
* for fucks sake I just want to go to bed
* stabilizine
* final touches
* resin no jam
* better pathing and stuff
* alrght
* returns
* theoretical holomap base code
* Sprite
* Holomaps!
* changelog
* fucking changelogs
* Stuff!
* Optical Material Scanner rework.
Makes optical material scanners work as auto-updating holomap on your
eyes.
Abstracted mesons and materials scanners to a
/obj/item/clothing/glasses/scanner subtype.
Kept typed loops.
* Changelog update.
Moves turfs list creation to initialize
Moves some mine turfs work to initialize
Swaps the order in which the process scheduler and master controller are initialized so that the process scheduler setups have the turfs list
-Addresses #7158
-removes useless variables heat_protection & cold_protection as these were in 99% of circumstances the exact same as body_parts_covered
-added a new variable, heat_conductivity to all items, determining how fast they conduct heat away from you
-added new procs to humans, sweat() & burn_calories() - Now whenever you use up nutriment, you generate heat, but can also expend nutriment to decrease heat.
-refactored how heat transfer away from humans worked
-added mild hypothermia
-added moderate hypothermia
-added severe hypothermia
-added profound hypothermia
-removed damage from extreme cold
-space is no longer cold to humans (because it isn't, duh.), this does not affect atmos.
-upped pressure damage as space is no longer cold.
-probably a bunch of other stuff:
TODO: Macrowave, balancing of things that use cold to kill.