* Faster object initialisations
* Faster station alert computers
* Removes sleeps in this too, now shaving another 3 seconds off
* Entered
* These work just fine as spawns instead of sleeps, no delays
* Changing this threshold, not much stuff shows up anymore taking longer than 1 tick
* Some logging
* Makes vaults load much faster
* Better like this
* Makes lightspeed ship load much faster
Co-authored-by: kanef <kanef9x@protonmail.com>
* Makes vault rotation a blacklist by default
* Makes this 0 by default
* Loading to Z2 with rotation too for testing
* Passes override to admin map element loading on z2 automatically
* Passes it in the right place
* Much saner way to do all this, plus enables some obviously working ones
* More tested vaults
* More that have no problems in rotation
* Mining stuff that can
* Snaxi stuff that can
* Two that can rotate
* Logging fix
* More detail
* Fixes terminals not rotating properly
* Makes these rotatable too, no issues
Co-authored-by: kanef <kanef9x@protonmail.com>
* First attempt at making rotated map element loading working
* Fixes
* Fixes
* Oversight
* Fixes offsets properly, ugly but works
* Makes some vaults have ability to override it
* Now properly sets these loaded in the exact position, if not a bit hacky
* And now, the moment of truth, the actual rotation in loading itself, plus a server config
* And a fix for this maybe
* Overwriting of movable atoms support
* Maybe like this?
* Ah, the grid parsing was going counterclockwise by mistake, that's why it was doing that
* Makes this show up in jump formatting
* Rotated dungeons below
* Initialising again after rotation is probably better
* Fixing turfs ie. shuttle not rotating properly
* Stops a runtime
Co-authored-by: kanef <kanef9x@protonmail.com>
* Basis of this job
* The hideout
* More stuff
* Walling
* Start landmarks and APC
* .dme check
* Generation code
* Adding to init
* Tweak for later
* This is needed to compile
* Moving this here to see what it does
* Oh I got the filename wrong
* Saving it like this, maybe now it'll work
* Maybe this will help
* Oh right. Testing for box anyways
* And everywhere else too
* Shack tweaks
* Reformatting this
* Oh it's like this
* Starting tweaks
* And more
* Midround stuff
* Locking it from observers, ideally
* Removing more unused things
* More species
* Typo
* Config stuff
* Safe tweak
* Gives own ID type
* Tajaran outfit
* Redoing shack generation
Co-authored-by: kanef <kanef9x@protonmail.com>
* Adds Black Site Prism as a vault.
* Updates Black Site Prism vault to align it with instructions from Collaborators.
-Removes Nuke Disk
-Replaces unique surgeon boss with generic surgeon enemy
+Replaces turf in Vox Cell Block and Catbeast Pen
+Adds floor safe and loot
+Adds flavor papers
* Makes the clown roid into a vault
Gives soviet MoMMIs the ultramatsynth
* properly cleaned this time. Made the clownroid's area into a vault
* You saw literally nothing
seriously.
* Sokoban [WIP]
* Rewards?
* Forgot this one
* Hmm did i fuck anything up by this
* Adds entrance
* Actually I was wrong again lol
* That's it for today
* Better cheating tracking, LORE
* Buff the vest of reflection, exclude it from spessmart
* Adds assistants lair vault.
Tweaks stun mines to use knockdown instead of stun which is a silly that doesn't knock you down.
Adds invulnerable Rwalls for mapping.
* secret stuff to assistants lair vault.
* Adds a maintenance maze vault.
* fixes conflicts
* light code cleanup and removing harsetheefs balance tirade
* Removes mine refactoring for another PR
* adds the satelite and satelite deployment
* satelite -> satellite
* fixes things PJB pointed out, and things found during actual testing. Viva faster computer!
* recommended fixes
* adds armor to humanoid mobs. Fairly simplistic, but didn't want to go overboard by adding def_zone checks
* re adds the magtape sprite, redoes its process, removes the default engi spawners that don't actually spawn anything
* Adds the skeleton den vault.
* Merges if() statements.
* Adds loot to skeleton den, adds un-deconstructable disposals variants, removes lighting from skeleton den.