* 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Because my optipng version was outdated (blame the optipng package I had installed) it failed to run on the erge commit.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.
* 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.
Refactors stripcode, the oldest, crappiest, and most bizarre code I have ever seen
* Takes strippingcode behind the shed, shoots it
* Takes inventorycode out to the Nevada Desert, nukes it
* Removes Hitler
* Does the thing
* Still need to test this
* tested
* Makes things tile bound
To fix the issue with things larger than 32x32 or transformed or what not being seen from further away than they should be, we are giving the tile bound flag to all movable atoms.
I have explicitly removed it from icons that are larger than 32x32 beacuse they should be visible either way.
* Removes narsie's special code to make him visible despite visibility, the fact he lacks tilebound will now take care of this
* Damn he's right
* 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
* 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.
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
Makes it so the TEG needs to be making thermal power for more than 5 ticks straight before power will actually be outputted. This prevents people from just slapping a couple canisters in and being able to run the station with a TEG that's jammed every other tick.
Also divides the thermal power output by 4.
Attacks
talons and magboots
missing icons, legcuff check
meme references, magboot stomping toned down
ops
f
remove magstomp from vox magboots
p
do indows properly
hotkeys, cl
vox can bite silicon
Fix inconsistencies and typos
- Extensively tested (tm)
- Adds new emagged functionality to treadmills
- Fixes#8314
- makes burn_calories more OOP sorta
- adds cap to burn_calories for now
- Fixes#8099 by adding radiation proof shoes and gloves
- Fixes#8104 (this one was hilarious, sorry)
- Fixes#8101
- Fixes#8019
- Fixes#8018
- Fixed the bug where diona heated up infinitely and were immune to the effects of hypothermia (as did monkies, referenced in #7935)
- Made hypothermia & heat transfer more object oriented
- Balanced Basilisks a little more - they now do coldburn damage but their cooling capacity is lowered.