* fix fullscreen again
* one more debug
* whoops
* aaaa
* fuck you atom
* WIP
* AI LIFECODE CLEANUP
* forgot this
* define
* remove blind and flash vars
* fix compile errors
* remove src
* ports TG's port of Goon's tooltips
* Detailed spell tooltips
* redundancy
* Deaf vines and range
* This is how ZAS was broken
* how do so few people know about this
* hey is this how i do it(tooltip toggling/prefs)
* what is sql even
* more like migrain-tions
* Spells 1
* Barely functional, but more converted than before!
Now with more coderart!
Some bullshit to let you use charges and holder var at the same time!
* Renames plasma storage variable
Makes it so xenos once again get verbs and spells added on new()
Changes some code around so you can have holder var requirements and recharging time requirements
* AHHHHHHH FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
Fixes a bug with spell channeling switching
Makes it so plasma DOESN'T USE ADJUST TOX LOSS TO ADJUST ITSELF
RECODES CONJURE SO IT HAS A SPELL FLAG TO NOT PLACE DUPLICATE
**MAKES IT SO THE FUCKING CONJURE DOESN'T HAVE A WELDER SOUND FOR NO REASON FOR EVERY CHILD**
I DONT EVEN KNOW WHAT ELSE CHRIST
* WATAFAK
* readds screen spells
* Fixes more conflicts
* New sprites
* Removes Unacidable
Final pass on corrosive acid
Converts regurgitate to spell
* Final revision before testing and completion
Creates alien spellmaster
* More things
* Some spell master stuff and bugfixes
* Finishes the code, fixes the bugs, removes unacidable from fucking defficiency
* FUCK YOU DEFFICIENCY, FUCK YOU AGAIN
* This is more reasonable
* Arbitrary balance changes ahoy
* Resolve issues
* 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Because my optipng version was outdated (blame the optipng package I had installed) it failed to run on the erge commit.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.
I made some changes earlier to make it so parallax icons have screen loc of center,center and pixelshifted from there so that the client view size could decrease to 1,1 when you mousewheel down. However I did not center them properly, this centers them properly and improves the update loop slightly.
* 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
* 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
* Adds the ability for multiple borers in the same host. Adds upgrade paths for chest and leg borers.
* Fully implements the ability to have multiple borers in a single body, complete with unique chems, verbs, and genetic unlocks.
* Fixes to do with movement_speed_modifier, and some conflict resolution.
* Fixes some paths.
* Fixes conflicts.
* Fixes more conflicts.
* Inorganic limbs can no longer be infested. Removes arm borers' ability to produce creatine.
* Removes all mention of the term "cortical" from borers.
* Adds one-way windows.
* Adds sanity to the new full window rotation verb.
* Window rotation verb now checks incapacitated().
* Fixes conflicts.
* Attempting to combine parallax and one-way windows.
* Attempt 2 to merge parallax code and one-way window code.
Parallax now seems to have full functionality.
Obscurities created by one-way windows now update properly even if the client's mob is inside another atom.
* Parallax now uses view() instead of range().
* Obscurities created by one-way windows now prevent mobs with clients attached from hearing speech or visible_messages originating from an obscured tile.
* Moves image generation out of /turf/New().
* No longer loops through parallax_on_clients, now accesses the prefs var.
* 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
* Fixes players not being able to use their inventory inside a locker, fixes borgs attacking people from inside a locker + other similar shit
* Fix for recharging station part upgrades
If you had multiple spells that could be channeled you could freak the system out by some convoluted combination of using each one.
While it was previously thought to be sane, not intercepting attacks after spells were cast were causing some insane behaviors, (such as picking up food after using matter eater on it), so now a spell being cast successfully will intercept attacks.
* Part 2
Pmuch works
* Final part
Adding helpings to properly take charge and remove the spell channeling in certain cases like logout
* Bugfix
* This might be important too
* Addressing comments
* Removing this line
* YOU FUCKING ABSOLUTE MADMAN
* A bit of update
Drop item hotkey removes spell channeling before dropping things
* Converts matter eater to spell channeling system
Message given to dropping spell channeling with drop verb
* Modifying is valid target for matter eater
* Better animated icon
* fix ghosts being unable to use gateways
putting gateway code outside of gateway.dm is gay as fuck
* remove this shit from observer.dm
* and add it to gateway.dm
* Possible fix for fullscreen.dm runtime
The runtime that this was causing didn't provide any HUGELY descriptive info anyways, so this should help
* atom check