* fix map
* Fixing bad syntax
* Maybe this will work
* Travis wanted me to remove this
* Unticking attempt
* Unticking attempt 2
* Removing all useless broken zshadow stuff
* Maybe now?
* Oh weird
* Adding up/down pipe sprites
* Adding darkness overlay, attempt #1
* Second attempt, now works
* Turf tweaks, now much less visually glitchy, plus walls now make blank floors above them for less weirdness
* Fix, plus keeps this floor in place
* Really bad fix that stops space looking weird
* Now everything should work normally, except lighting overlays
* Updates the map
* Consistency
* Adds new fall damage sound
* Typo
* Jetpack fun
* Better
* Less bad brackets and parantheses pain
* OHhh
* These fly too, brooms next whenever I figure those out
* Finishing pipe icons
* Making it easier to build catwalks and stuff on turfs without clicking the stuff below by mistake
* Bringing back zshadow, but with no icon
* Oh it's this issue again
* Final fix, better attempt at image relay
* Now for it looking nice, vis_contents are bad here too
* Attempt at refactoring this, light overlays are now finally underneath players, at the cost of blocking everything else, but exxion wanted to testmerge it
* Map change
* Changing it back, test server stays on box anyways
* Removing non-working solution
* Removes broken lighting overlays
* Finally fixes up floor generation above walls
* Adding bones of a 3d implementation of spiral block for git push origin multizfungit push origin multiz
* More, almost done
* Finalised
* Cube option
* Logic fix
* Syntax
* Attempting to make item fall on arc
* Compile
* Now this is no longer needed
* BRACE FOR ENABLING MULTI-Z ZAS
* Attempt at fixing glass floor tiles
* Splitting off explosion proc into destroy part, bones of calling it recursively and smaller on above and below layers, implementation of multi-z explosion suggested by DeityLink
* Missing var
* Removing unused var and fixes consistency
* Fixing logic and syntax etc, still needs testing before uncomment
* Uncommenting, some fixes too
* Makes this a seperate function otherwise it won't call at all, MULTI Z EXPLOSIONS NOW CONFIRMED WORKING
* Client proc to test this
* Adds to list
* Typo not drawing red on main layer
* Here too
* Adding debug logs for clarity
* Better
* Even better
* Experimental multi-Z EMP support, cylindrical effect for now
* Better distance falloff
* Sound/visual support on other layers?
* Z cap for EMP sound
* Booms too
* Adds back accidentally deleted file
* Muuuch more sane check
* Attempt at connecting heard speech between multi Z
* Cleaner
* Missing bracket
* Removing zshadow mobs entirely again, no need for them whatsoever
* Multi-z visible messages
* Emotes
* Fix?
* Wew
* K
* Much nicer function
* I forget about this define
* Ohhhh
* Comma fix
* Aaa
* This might fix
* Removing visible message one for now
* Trying this solution
* Typo
* RIP location, hope this won't break anything
* Actually location gets to come back, fix is here
* I give up, the tests are clearly what's borken
* Let's see what this does with those nullspaces test items (yes really)
* Indent fix, plus nice comments
* MULTI-Z SOUND???
* Woops
* Jetpack and etc trails over open space now!
* No macros, this is why we can't have nice things
* Watch how coder stops potion of levitation, broom and fairy wing wielders from falling with ONE NEAT TRICK
* Gotta make leapers not fall somehow
* Bad oversight
* Fully allows going down stairs with weird border objects
* Flying now works properly for humans on open space
* Now, fall instantly on stop
* Oversight
* Oh this function
* New helper functions
* Oversight again
* Replacing lines with abs(), multi z singulo pull attempt
* Quick supermatter fix
* Don't cut overlays
* Move down here
* Typo
* Now actually works, implementation could be better though
* Additional helper function for z distances because BYOND hates comparing z
* Reimplementing for sound
* abs() to keep positive for max comparisons in line distances
* Keeping gas overlays outside of multi-z viewing to stop some glitches
* That didn't work
* Testing removal from float planes for stuff that never needed to be on it
* Fixes gas overlays showing up all wrong in multi Z ZAS
* Gutting this controller, no longer needed period, system works fine without it
* Now glass floors look mostly perfect on open spaces
* Var name change for fun stuff later
* Knew I'd miss one
* Gravity based fall delay?
* Settle with using sleep() for now, what could go wrong?
* Lagged the game horribly, so everything
* Here all along, huh
* Just remove it for now, it kinda works but not ideally at all
* Thank you TK code for giving me a nice and working way to do this
* Comments, oversights
* No wait it was right the first time
* Now for the damage multiplier
* Knockdown too
* Nicer format
* This should still be min, plus now have a debug log and shifted around logic
* Now for mech stuff
* Clamping knockdown
* Definition fix
* Dusting this off, hopeful fix to things not falling
* Probably don't need this, I forget
* Hahaha nope, this did nothing
* Finally, a way to make fall() call in mid air after a delay without horrible lag
* Tunes pipe layering if on same zlevel, getting there
* Now fully tuned
* Adding bones for pipe item support
* Test
* z_up pipe item icon state
* z_up and z_down pipe item icon state
* Adding these to pipe dispensers
* Typo
* RCDs too
* Moved here
* Moved back
* Makes space work nicer
* Oh and here
* Fall updates
* Don't need this
* Oversights everywhere
* Fixes
* More
* More, and new stuff
* Even more
* Dampening these a bit
* So many, so moved to new file
* Forgot this
* Refactor
* Forgot to actually use
* Indentation issues
* Works better like this
* Refactors into nicer proc
* One oversight
* Stair frames, to construct into stairs
* Stack recipe for em
* Cutting useless stuff
* Fixes
* Last fixes
* Stops uncrossing at non existant aboves
* Better logic
* Better logic
* Fix
* Fixes nullspace checking runtime
* Removes redundant check on stairs
* Replaces CanPass with Cross, functionality is same and definition is duplicate of it
* Missed one
* Darkening and falling tweaks
* Better call for gravity
* Oversight
* Stops falling in space, zero-g open space movement fixes etc
* Consistency
* Fixes slipping on open spaces with catwalks (lattices make sense I guess) and stairs not being snapped down to
* Var name fix
* Much nicer system with no recursive function or last_fall variable use
* Adds buildFrom()s so z-pipes can actually be fitted, stops spam of fall() calls on enter with lock for nicer gravity
* Makes z distances pay attention to multi z support
* Maybe this is better
* Left this in
* Adding visible and hidden variants for mapping
* Counts glass floors as open space for the purpose of open space checks
* Bracket fix
* Makes it a macro for easy viewing
* Space looks much better like this honestly
* Makes schematics actually show up on RPD in multi-z
* Making these tied to WORLD_ICON_SIZE
* Changes for someone to test
* Now the fix actually works
* Removes forceMove(), nicer solution
* Giving stairs all their dirs
* Fixing stair position problem and other things
* Stair deconstruction
* Removing redundant enter() check to move()
* Some updates as requested
* .dme and map/file fixes
* .dme and map/file fixes
* Updating can_falls
* Ladder climb fix
* Some port notes updates
* Docs itself
* Removing unused edge_type var
* Removing landmark object, converts it code side
* Removing unsimmed walls doing it, not necessary
* Updated descs
* Fixing observer non-standards in file
* More file cleanup
* Jetpacks allow z-travelling
* Now they really do
* Robots too
* Updating docs
* Code cleanup
* Catch one
* Indent fix
* Not sure what that even is
* Catching these
* Applying some old fixes
* Removing unused file
* Moving nodes back to original places, or an attempt to
* Here too
* Removing unused file
* Moving these back too
* Some fixes for now
* Some more
* Even more, almost done
* Better pipe icons
* More icons
* Disposal pipe construction
* Mixup
* List optimisation, new fixes
Co-authored-by: Damian <damian@autistici.org>
Co-authored-by: kanef <kanef9x@protonmail.com>
* Beginning suicide_act rework
* compile
* more acts
* compile
* compile
* compile
* compile
* better logic
* oh
* oh
* grammar
* TTVs now act like c4
* or now
* now for flares
* compile
* more general ones
* better
* even better
* generalises these too
* supermatter
* oversight
* circuit imprinters
* oversight
* tweaks
* tanks
* consistency
* oversight
* better chem dispenser one
* computers and gibbers
* oversights
* tweaks
* Fix
* processor
* NOOSINGS FINALLY PORTED FROM HIPPIE
* woops
* removing redundant code, consistency too
* more redundancy down
* this is better
* forgot one
* making nearby item checks more sane now
* better bomb one
* oversiiiight
* cuts down redundant function
* now for welderbomb suicide
* sanity
* more sanity
* switch looks nicer
* these too, obligatory
* oh right
* oh right
* hopefully these work right now
* updating for this one now
* species check
Co-authored-by: SECBATON GRIFFON <sage>
* green slimes make a tray's plants immortal
* blue slime makes foam extinguishers dope again
* orange slime will provide a pepper spray with unlimited capsaicin
* adds missing return statements
* oil slimes attach to pickaxe type things and make them dig AoE
* fixes wrong type in attackby formal params
* black slimes can attach to a chemistry dispenser to make DD easier to cook up
* metal slimes let rpd's build pipes on all layers at once
* YOU WILL COMPILE
* makes multilayer work correctly
adds red slimes allow autowrenching
* socket wrenches can have a bluespace slime attached, which stops the gas from leaking out into the room
* changes the autowrench on RPD to yellow slime
* upgraded foam extinguishers now have 16K foam
* nerfs the pickaxe upgrade by 50%, now 1x3 like ripley
* slight name change so it fits on the chem dispenser ui
* Update code/game/objects/items/weapons/tools.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/game/objects/items/weapons/tools.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/hydroponics/hydro_tray.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/mining/mine_items.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/RCD/RPD.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* Update code/modules/hydroponics/hydro_tray.dm
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
* variable changed name
* Testing out new slime_act() method
* Socket wrenches
* RPD, hydro trays
* Pepper sprays, pickaxes
* Chem dispenser, beginning rework of act function
* Now makes qdel work right
* Fix compile errors
* And another
* Aaand some more
* Maybe this?
* Oh
* Moves this up to object level, less redundant
* Refactor of has_slime check
* Indentation
* Indent fix
* pls pass test
Co-authored-by: tianyou <fuckgit@fuckyou.git.fuck>
Co-authored-by: hbycyl <36418376+hbycyl@users.noreply.github.com>
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: 天佑 <meitianyou94@gmail.com>
Co-authored-by: kanef <kanef9x@protonmail.com>
* Adding spawner
* File itself
* Window schematics
* Construct window framework
* Adding to schematics and deconstructioN
* Adding to mech and borg schematics, placeholder icon
* Fixing compile errors
* Unneeded var
* Hopefully better logic
* Copypasting fix
* Another compile fix
* This should make selecting them actually work
* No deconstructing plasma glass
* Better checks, can_r_wall usage
* Less brackets
* Overlay implementation testing
* More of it
* Remove for now so it can compile, come up with better idea later
* Workable solution
* Now actually works right
* Custom dirs
Co-authored-by: kanef <kanef9x@protonmail.com>
* combine blackout+rcd, add radio scrambling to blackout
* better implementation
* finally figure out a good way
* remove to world
* remove red
* requested hcanges
* fix typos
* oh god
* remove useless vars, fix incorrect types, remove from stack instead of daleeting it
* fix it really
* tard
* use use, dummy
* give rods a plural name
* finish it
Co-authored-by: gurfan <mahimahi6272@gmail.com>
* Borg code cleanup and tweaks
* oh boy here we go
* did you test this?
* still testing this crap
* i'm testing it
* pushing more things with builtin bugs that i need to solve
* untested fixes and tweaks
* MoMMI changes lord almighty
* Come on git don't be ass
* how did i merge 3 times in a row
* more untested shitcode
* i got about 100 runtimes to debug
* FUCKING GITIGNORE DO YOUR FUCKING JOB
* WOAH NIGGA DON'T FORGET THESE
* thanks git mergetool
* untested powercreep that may not even compile at all
* defines, fixes and holy fuck did i just commit test_tiny again?
* every fucking time
* sprites by blithering
* what a goof
* p-p-p-powercreep?
* supply borg GPS
* fixes a bunch of things and tweaks respawn_module()
* Tons of icon crap
* geigers don't work on silishits oh joy
* more icon-related things
* safer this way
* Borg Photo
* fixes photos being a shit, THIS SRC. ISNT FOR SHOW and makes all mommis unliked by default
* jesus this has been broken since forever
* AIcreep
* removes geigers because radiation is fuck added the remont robot upgrade for mommis
* BREAK DOWN BREAK DOWN
* BREAK DOWN BREAK DOWN
* BREAK DOWN BREAK DOWN
* BREAK DOWN BREAK DOWN
* NO SPEEDCREEP TODAY
* soviet work with test tiny because i'm too lazy to remove it from this commit
* remos supplycreep
* forgot to remove a icon
* REMOVES PHOTOCREEP
* re-adds Wall-A, Wall-E, EVE and Bladewolf
* FUCK U DUNY
* emotefix
* fixes soviet RCD, tweaks soviet modules and static
* motherfucking non-hardsprited ushankas
* ALL ABOARD THE POWERCREPE TRAIN
* thanks, oldcoders.
* Adds new Engineering mech.
* Changes the Exosuit-mounted Rapid Construction Device to the Exosuit-mounted Rapid Engineering Device.
* Added mech sprites, beginning work on exosuit-mounted Engineering switchtool.
* Fully implements the mech switchtool.
* First round of fixes.
* Fixes compile failure.
* More fixes.
* Adds mech-mounted metal foam grenade launcher.
* Makes the mech switchtool Engineering-exclusive.
* Refactored the RED.
* More fixes.
* Adds Destroy() to global_iterator.
* Mech movement will no longer bypass do_after().
* The Rapid Engineering Device can now function as a socket wrench when used on pipes in RPD mode.
* Added automatic tiler.
* Added built-in scrubber to Engineering mech.
* Adds mech-mounted inflatable barrier launcher.
* Does a fix.
* Adds exosuit-mounted radiation collector array.
* Makes changes, separates plating and tiling for tiler, adds new sprites, renames mech.
* Adds construction steps, circuit boards, and everything else needed to fully implement the mech.
* leg
* Adds mecha tool sprites.
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Add files via upload
* Balances heat transfer
Not efficient to build 5 manifolds on every tile, makes you utilize pipes.
* Whoops
Forgot the 4-way
* Removes /obj level crap
* Woopsie shmoopsie
* Woopsie shmoopsie part 2
* Fixes 30000 changes
* Test
* Let's see how this works
* Revert map changes
* This will work at last
* Changes plasma to phoron
Because plasma has been coopted to mean the 4th state of matter, we're rebasing to the new bay naming standard of phoron
* Fixes maps and filenames
* Whoops forgot to change test box!
Since you cant change the painting type while you are currently painting easily, and they're simply no balance reason that 'painting' would ever need a delay.
* Fixes insulated pipe manifolds not having celt pipe support.
* Changelog
* So much fixes I can't be bothered to list them all.
* some PLANES work
* Planes + pipes = http://i.imgur.com/gCiMohF.png
* Changelog
* DEFINES
* Fix compile.
* Bugfixes