* Refactors /obj/effect/effect into /obj/effect
* Fixes these
* And these
* And these
* Fixes stuff not being clickable
* Fixes .dme real quick
* Removes now-redundant vars
* This too
Co-authored-by: kanef <kanef9x@protonmail.com>
* 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>
* Initial work on tool sounds
* Crowbars
* playtoolsound()
* aaaaaaaaaaaaaaaaaaaa
* HERE WE GO AGAIN
* Wrench
* Screwdriver.ogg REDUX, Cuffs
* drilling tools toolspeed is now a multiplier too
* Wirecutter
* starting the crusade against relative pathing
* new() part1
* new() part 2
* FOR VALHALLA
* you sneaky buggers
* part 5: the reckoning
* chapter 6: rejuvination
* chapter 7: age of conflict
* dammit travis
* Can make normal closets secure, and viceversa
* Separate basic lockers from the parent class, so that you can't add a lock to a coffin or statue and stuff like that
* Closets now use airlock circuitry to gain locks, and setup access
* Links non-secure crates to their secure counterparts. Also medsec
* Update cargo crates
* Basic lockers linked to basic secure lockers
* goddamnit smartgit
* Fixes locked/unlocked overlay when making a crate secure
* Can lock and alt-click lock crates, like closets
* Closets drop electronics when destroyed.
* Secure closets start unlocked. Emag fix
* Clear up whether a closet can be secured/unsecured through description
* fuck bins I guess
* lil typo
* remove comment I made as a todo while working
* and another comment
* Resolve requested changes
* initial changes
* Doctor Placeholder
* basic issues with dr placeholder and blacklisting him from mob spawners
* new changes and first loot
* ok
* adding the boss to his lair
* Fixes scanners properly this time
* Just some code cleanup
* Fixes HE pipes being fast
* Fixes a bug that, for once, was not my fault
* Bugs both my fault and otherwise
* Why didn't I just do this in the first place?
* Turns out I wasn't the one who did the last one
* Simplification
* This was just completely incorrect
* Just style, which should have been included in the last commit
* Use new proc
* Simplification. This is still fucked up by the way
* And fixes a bug with freezers. This behavior is still fucked up though
* Woah fuck I nearly missed this. Freezers no longer have the volume of an entire zone.
* This should really be based on partial pressure, but that's a problem for another day
* There was never a reason to remove the air since thermal energy change is scale-invariant, dummy
* I THINK this is as correct as it's going to get without a rewrite
* Reading this hurt me
* Forgot this one, long ago
* Fuck lifecode
* Various stuff
* Removing the air is still unnecessary
* Fixes these not updating the zones, but these should really adjust thermal energy rather than absolute temperature
* Fixes these to update and use pressure
* This one gets special mention for breaking any existing sleeping agent in the area
* Whoops. I really need to standardize this.
* For fuck's sake
* I was going to make it adjust the environment temperature directly but looking at the code hurt my skull
* Not really deserving of its own commit but R-UST is next
* Existence is pain
* Fixes compile errors and a trillion runtimes
The gas_mixture procs should probably never return null, but oh well
* You're solving for the wrong n
* Don't explode tanks
* Revert "[ci skip] Automatic changelog update."
This reverts commit c4eaaeb372.
* Revert "Fixes almost all the bugs that I should have fixed six months ago (#18323)"
This reverts commit e7c24c311c.
* Fixes scanners properly this time
* Just some code cleanup
* Fixes HE pipes being fast
* Fixes a bug that, for once, was not my fault
* Bugs both my fault and otherwise
* Why didn't I just do this in the first place?
* Turns out I wasn't the one who did the last one
* Simplification
* This was just completely incorrect
* Just style, which should have been included in the last commit
* Use new proc
* Simplification. This is still fucked up by the way
* And fixes a bug with freezers. This behavior is still fucked up though
* Woah fuck I nearly missed this. Freezers no longer have the volume of an entire zone.
* This should really be based on partial pressure, but that's a problem for another day
* There was never a reason to remove the air since thermal energy change is scale-invariant, dummy
* I THINK this is as correct as it's going to get without a rewrite
* Reading this hurt me
* Forgot this one, long ago
* Fuck lifecode
* Various stuff
* Removing the air is still unnecessary
* Fixes these not updating the zones, but these should really adjust thermal energy rather than absolute temperature
* Fixes these to update and use pressure
* This one gets special mention for breaking any existing sleeping agent in the area
* Whoops. I really need to standardize this.
* For fuck's sake
* I was going to make it adjust the environment temperature directly but looking at the code hurt my skull
* Not really deserving of its own commit but R-UST is next
* Existence is pain
* Fixes compile errors and a trillion runtimes
The gas_mixture procs should probably never return null, but oh well
* You're solving for the wrong n
* adds plate carrier armor
* helps if I remove the now-unused stuff
* adds armor shards you can slap on yourself for more armor
* Adds the riot helmet, fixes armor shards being infinitely stackable in a way that isn't standard but then again the standard is really fucking dumb.
Also the armor plates make sounds when a hit connects, and when the plate shatters, potentially leaving evidence behind.
* adds the armory crate. Good luck busting it open
* adds better examines.
Adds feedback for when a plate carrier already has a plate in it.
* copypasting is the devil
* Event for changing density
* Just in case
* The humans are ded
* Remaning changes
* Slippery litle devils
* How many commits am I holding up, Winston ?
And if the collabs says 5, how many ?
* Fixes resting problems
* Final fixes
* 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!
* Migrates cardboard box derivatives to a new DMI and creates a folder icon/obj/storage to store it.
* Migrates cardboard box derivatives to a new DMI and creates a folder icon/obj/storage to store it.
Adds storage.dmi to icons/objs/storage folder
* derp
* Apparently replace all didn't replace all. VERY STRANGE.
* 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
* 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.
* 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
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
RCDs now work on a system of schematics, with an RPD style UI.
RPD, RCD, RSF and tile painters all implemented into this new system. (reverted from commit ccb9ceb811) (reverted from commit 1d9a328ba6)
RCDs now work on a system of schematics, with an RPD style UI.
RPD, RCD, RSF and tile painters all implemented into this new system. (reverted from commit ccb9ceb811)