* Ports various emag actions to emag_act()
* got some more
* right bracket
* macro helped me find more
* firedoors
* now works it down to here
* cuts down duped var
* comments too
* oversight
* things work again, but now this is needed to get rid of the message
* makes this work again
* oh and don't put it in
* now, like this
* makes this more consistent in case some shitmin decides to limit emag usage
* fix
* adds these flags so it works with the new checks
* cutdown
* just in case
* some more consistency
* TYPO
* cleanup
* important
* found some more stuff
* or else it'd spark(?)
* bring it back to old behaviour
* begin code cutdown to analyse problem
* moves this here
* puts it here, plus cleanup
* forgot these
* moves this here
* feedback and cutdown
* missed a spot
* more correct
* fixes this
* removes outdated info
* makes this get_area() not called until after the turf checks, so if it fails here doing this isn't needed
* A new dawn (#16)
* Added a toggle-able graphical blur to shadows (#30755)
* Lasers and tasers now give off light (#30613)
* Fixes some shuttle turfs being searing white (#30785)
* Fixes some shuttle turfs being searing white
* second
* parity with BE
* TGUI fixed
* beepers and holomaps
* fixes flickering
* cigs and other stuff too
* fix black squares once and for all!
* turns down postprocess
* Emergency shuttle lights
* conflict
* stoves and fireplaces
* box brig remap
* ... and it's all over now, baby blue.
* fixes lag machine
* box part 1
* better bar
* Fix light constructions
* Revert "better bar"
This reverts commit a851405f3f.
* better moving lights
* box bar mk2
* Bouncing lights
* t
* linter
* less pross mov lights
* Revert "less pross mov lights"
This reverts commit 4ff895e20a.
* smooth + gult
* Bird on the Buffalo
* check
* box
* box 2
* this doesn't work for now
* New reflections
* Rearrange temp
* testing half and half
* Rewrite the entire shadow projection from start for soft shadows.
* New Shadow Stuff
* New iteration
* Special effects fix
* more effects
* fix
* Test tiny back
* Fix holdover
* attempt at render sourcing it.
* Attempt to make lag machines less laggy
* Cheaper on the filtering too
* Solution for colour mixing problems
* mixing
* fix dorms light
* Light walls colours
* Makes wall shadows less jumpy.
* small fixes
* remove smooth_light_objs, they're not used anymore
* Part one of the possible wall shadow fix :/
* fixes wall jumpyness
* remove stuff
* undo the TGUI things
* Maps
* A new dawntest (#15)
* further round of otpimisations and fixes
* more optims
* Some optimsiations + fixes bug
* light fixtures moody lights
* some work on shadows+optimisations
* fix
* Fixes some light leaks; better lights
* fire optimisations begin
* try to fix ghosts/xray
* Optimisation + map fixes
* Box station relighting
* fix sliding shadows out of backbag
* Fixes appearing lights, re-enable life for gues and spooders
* Overdark for mobs
* Fixes byond darkness but it's a bit expensive
* try fix zzz
* Light bleeding through walls part 2
* definitive fix to flare sliding
* definitive fix to flare sliding
* FINALLY fix PDA lights
* Fixes grues dying instantly
* Light bugfixes + XRAY toggle
* Box final touches
* fixes 4 paint
* fixes wrong shadow icons
* fixes vox outpost
* Glasses, documentation, old-ass goonlights
* Box bridge one ways
* review: hub and hell universe
* missed define
* copy & paste error
* remove old world.dm status
* morgue icons?
* fix snaxi not working
* robotics light switch
* Light costs change revert
* More comments on the light range icon choices
* XRAYS sanity
* small optimisation with layers
* Europa Credit
* Bringing Nano Paint into parity with Europa Lights (#17)
* fix morgue
* documentation pass: remove unclear var names, etc
* unneeded now
* bloom fix
* fixes
* last second fixes
---------
Co-authored-by: DeityLink <logistics256@gmail.com>
* Removes Unicode stuff
* Fixes capitalize() and examine
* Not important but how did this happen
* No more emoji in say or HTML in me
* Clarifies comment
* Better HTML sanitization
* Rebuilds dll
* Fixes some browser windows
* Fixes telecomms scripts (lazily)
This is the easy way out, but could probably be made faster by doing the byte counting ourselves
Microsoft introduced an option in Windows 10 to have a UTF-8 code page,
to attempt to retrofit crap like BYOND into supporting Unicode.
This doesn't seem to work with BYOND but it does cause the reported encoding to change,
so now we just fall back to 1252.
* Smooth movement for mech eye
* Arguments for ForceMove
* Smooth motor wheelchairs
* Smooth ventcrawling eye
* Singularity uses smooth novement
* Simple mobs and simple bots use smooth movement
* martians can now be exploded
* removes human centricity
* new UI!
* centered inventory icons
* fixes some overly large throw icons, intent icons now black-background rather than white
* makes the station christmassy at the press of a button!
* addresses concerns, turns a corgi into a santas helper, adds sounds, makes it all comfier
* scraps the old idea entirely, removes un-necessary variables.
* lamps become candles now
* optimizations, reparations
* changes the zlevel check from looking at an integer to looking at the map datums zlevel list. Much more sensible
* some more verticality
* 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!
* [WIP] Chef RAMsay
WHAT IS THIS? WHO PUSHED THIS COMMIT? THIS [WIP] CHEF RAMSAY IS RAW!
* forgot the damn thing again
* Improved drama
* Tweaks
* FUCING FUCK
* Update chefbot.dm
tons of tweaks
* FUCING FUCK 2: ELETRIC COPYPASTA
* Adds decoy balloons as a general traitor item for 1 TC.
* A decoy balloon's description now exactly matches the user's, rendering it indistinguishable at first glance.
* A decoy balloon will now wobble when hit.
While deflated, a phrase for the decoy balloon to say may be set using a verb. Once inflated, the decoy balloon will say this phrase whenever it is hit.
* UTF-8 support for goonchat.
* иди нахуй (#2)
* Ports Goonchat highlighting improvement from Para.
Goonchat now uses mark.js to do string highlighting.
Credits to @Krausus, https://github.com/ParadiseSS13/Paradise/pull/5450