* In which I get back at IAAs for faxing their butts
Drop-Bomb a SHIT but this is better
* PP menu works but is lacking content
I guess SOMEONE will make that eventually maybe who knows
* Fix nanoui
Makes nanoui map size independent.
I hope you guys realize I spent like several hours on this. All because some shitter decided he would use hardcoded variables for map size.
* Send the map assets
* 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
* Moved research names over to defines.
Also fixed 4 (four) instances of the incorrect research name being used.
* Changed research names to avoid collisions.
* 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Because my optipng version was outdated (blame the optipng package I had installed) it failed to run on the erge commit.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.
Spacepods would fire two shots from both sides facing the direction you are firing, however the second projectile would wait for the first projectile to finish before firing. So the second projectile would fire from the original location a second later, thus if you had moved forward in the second it took for the first projectile to finish firing the second projectile would collide with your spacepod and damage you.
* 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.
* Makes things tile bound
To fix the issue with things larger than 32x32 or transformed or what not being seen from further away than they should be, we are giving the tile bound flag to all movable atoms.
I have explicitly removed it from icons that are larger than 32x32 beacuse they should be visible either way.
* Removes narsie's special code to make him visible despite visibility, the fact he lacks tilebound will now take care of this
* Damn he's right
* 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
* Converting meteors into projectiles
* Re-add sanity
* Even more sanity
* Fix more stuff
* Meteors deleted if outside of their original Z
* FUCK
* Process instead of forcemove
* Patch rebase
* Remove magic number
* 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
* Fixes the lack of space between poster and Award for Sufficiency
Clarifies where demotion/commodation faxes should be sent and fixes a spelling error
This code is fucking retarded and badly designed
* Changes 'sticker' to 'poster'
* Removes a fucking scrubber attached to the supermatter engines cooling loop why
Adjusts the nuke ops shuttle landmark by shifting it 10 tiles to the right so they don't fly into atmospherics.
* Gets rid of duplicate monkeys and opens up the anomaly lab at the research outpost so machines weren't under a firelocker causing them to malfunction.
* WE WANT THE FUNK.
GIVE US THE FUNK.
Research Outpost Overhaul pt1
* research outpost pt2
* research outpost pt3. major changes complete. piping, wiring, apcs and alarms added. all that remains are firelocks, cameras and finishing touches.
* Added a washing machine to the bathroom instead of a toilet. Xenoarcheologist felt it was more important, he probably is the kind of shifty dude that would pee in the sink.
Removed monkeys from long term storage. I don't know why having monkeys where you put large artifacts was a problem but they felt it was important.
* Done with research outpost
* PJB keeping me honest; deletes two extra excavation suits I didn't realize I doubled up.
* Adds air alarms and areas. Bitches love accurately placed areas.
* First pass on deffiency engineering.
1. Redid all the atmospheric piping inside the supermatter room and monitoring area to avoid running pipes under rwalls. This was not pleasant but it's done.
2. Made choice usage of manifolds for the SME cooling loop to make it very, very easy to hook up to an outside space cooling loop while still maintaining the freezer setup for new players.
* Removes the layered piping I added, adds a window, adds an RPD to the CEs office. Makes a small adjustment to the SME piping.
* Changes the area of the supermatter control room to be area/enginecontrol instead of engineering. There are way too many things on a single APC here
* Moves the AME to the south side of engineering and opens up a can of worms calling all the shitty wiring and piping into question.
* Finishing touches on the AME move to the south of engineering
* Base R-UST room without any trimmings.
* Initial placement of the R-UST area.
* R-UST 50% added
* Adds a rust_control area.
More rust work.
* Adds rust_control area.
* extra space
* Finishes major changes to Deff Engineering, polish and refinement need completed.
* Adds some pod stuff to allocate for a pod facing a new direction, and modifies the centcomm pod shuttle.
* Hey motherfucker I did clean the map. Just not at the right time.
* Adds a crew monitoring console to medbay lobby (this is the only one that exists outside the paramedics room).
Swaps the grinder and shotgun table in the bar backroom.
Deletes a lightswitch in the research outpost breakroom that was obscured and lets face it, every single room doesn't need a light switch. Even if the lights are switched off, the light from the hallway keeps it illuminated anyway.
Tests all my shit.
Finishes my shit.
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
- Obviously, by default, this will be one.
- Adds new event where the link with central command is broken for
- Admins can make or break the link with Central command Indefinitely with the secrets panel
- You cannot do the following while the link is broken: Call the shuttle / Recall the shuttle / Fax Central command / Recieve messages from Central command / Send messages to Central Command / Call or Send the Cargo Shuttle
- An admin may send a message to the crew even when the link is broken, but he will be prompted first asking if he is sure.
- Blob alerts ignore whether or not the link with central command is broken