* Autoylathe Complete.
All the errors with the autoylathe should be fixed for now
* Toylathe Tweaking and plastic's initializing.
Well, this gets plastics halfway there. The toylathe now has 8 categories to choose from and some other sutff. It's all coming back.
* TOY LATHE NOW ACCEPTING PLASTIC
TOYLATHE IS WORKING AND RUNNING PROPERLY. SOME GUNS HAVE BEEN ADDED AND WILL NEED MORE TIME TO ADD MORE GUNS.
* Toy Datum construction.
Building some datums for the toys for the autoylathe to print.
* Toys toys toys
Adding toys to the list woo
* Autoylathe complete.
Holy shit it's fucking done.
* Fixes a duplicate id.
Also adds some shit to the hacked list.
* Okay this shit needs to stop
Rogue indentations? Nani?
* ugh
fuck
* Rogue indents
* Power issues
Fixes power scaling and the draining an APC
* Rogue File deletion.
Part of an early experiment that didn't work out.
* Some other tweaks and shit
Moves datums to the autoylathe designs and also fixes a dumb mistake I made.
* Clamps?
Added a clamp. Who knew?
* Shit.
Won't compile if it keeps looking for a file that doesn't exist
* Woops
Deleted a line not paying attention
* reworked initialize
I think I did this right.
* Revert "reworked initialize"
This reverts commit 649c156baebd64b6cd84e95f2f4c3cbd70dabce7.
* Odd variables that don't have any other references in the coding.
Why are these even here? Seriously.
* UNUSED VARIABLE?!
NANI?! Deleted. Don't need em.
* Remove ZLEVEL_STATION_PRIMARY
* Add Up and Down traits for use by ladders and chasms
* Give map_config creation its own proc
* Combine LoadConfig and ValidateJSON and remove transition_config
* Make space linkage a z-level trait
* Remove ZLEVEL_EMPTY_SPACE
* Update uses of GetFullMapPath
* Handle multi-Z stations and load Lavaland and Reebe at runtime
* Remove unused space maps
* Fix inappropriate z-expansion in map reader, improve logging
* Update comments relating to z-level configuration
* Add Lavaland and Reebe to ALL_MAPS
* use titanium/plastitanium on unanchored reinforced fulltile window to make shuttle/plastitanium windows
* updates titanium/plastitanium sprites, adds titanium glass and plastitanium glass, fixes material amount in mineral glass
* Return of ore stacking, various changes to lavaland bombs to facilitate reduced lag
* really? Like, a dozen fucking map conflicts. this map was fucked entirely
* makes reebe more than steam vent + brass skewer + pressure sensor + matrix simulator 2k18 by adding adjacency checks and some other things (#34888)
* traps patch
* flags!
* makes reebe more than steam vent + brass skewer + pressure sensor + matrix simulator 2k18 by adding adjacency checks and some other things
* apparantly you need shuttles, who knew
* some tweaks
Sprites need adjustments
Janidogs need adjustments in UI
* Hm, maybe a fix. Revert attempt to rename sprites
* [MIRROR] Better Chat Squashing (#5193)
* Merge pull request #35058 from uraniummeltdown/chatsquash
Better Chat Squashing
* Better Chat Squashing
* [MIRROR] Sexy Solar Sprites (#5191)
* replaced solar panel sprites with better ones
* Sexy Solar Sprites
* Automatic changelog generation for PR #5191 [ci skip]
* [MIRROR] New Coffin Sprite (#5190)
* coffins have a new sprite (#34995)
* New Coffin Sprite
* Automatic changelog generation for PR #5190 [ci skip]
* [MIRROR] Makes fire colorful and anime (#5187)
* Makes fire colorful and anime (#34977)
* - Makes fire colorful and anime
* - Updates light color on fires
- Makes fire update color less often (1/7th as often)
* - Changes the transition from blue to purple to be much more gradual, it starts at 40000 and peaks at 120000 Kelvin now
- Changes fusion fire (>4 million Kelvin) to have a slight colorshift to it (It's just the druggy overlay).
* - Moves fire above gas (and everything else)
- Changes fire alpha for low temperature fires to compensate for items no longer rendering on top of fire
* - Makes the new fire layer a define and makes sure it isn't above "Hyperspace Ripples" whatever that is
* - Removes comment
* - FIRE_LAYER is already defined for burning humans.
* Makes fire colorful and anime
* Automatic changelog generation for PR #5187 [ci skip]
* [MIRROR] Expand Cyborg (#5183)
* Expand Cyborg (#34958)
* Expand Cyborg
* i ded pls nerf
* Oh sheet
* Expand Cyborg
* Automatic changelog generation for PR #5183 [ci skip]
* [MIRROR] Cosmic Bedsheet (#5170)
* adds cosmic space bedsheet
* Cosmic Bedsheet
* [MIRROR] The punisher no longer punishes ticker subsystems with delayed fires (#5174)
* Merge pull request #34964 from MrStonedOne/patch-463
The punisher no longer punishes ticker subsystems with delayed fires
* The punisher no longer punishes ticker subsystems with delayed fires
* Fuck this I'm done with it
* maps, tgui, tools
* defines and helpers
* onclick and controllers
* datums
fucking caught that hulk reversal too.
* game and shuttle modular
* module/admin
* oh god they fucking moved antag shit again
* haaaaate. Haaaaaaaaaate.
* enables moff wings
* more modules things
* tgstation.dme
before I forget something important
* some mob stuff
* s'more mob/living stuff
* some carbon stuff
* ayy lmaos and kitchen meat
* Human stuff
* species things
moff wings have a 'none' version too
* the rest of the module stuff.
* some strings
* misc
* mob icons
* some other icons.
* It compiles FUCK BORERS
FUCK BORERS
balance: Clockwork marauders now take more time (+3s) and power (7x) to create.
balance: The "recent marauder" time limit is now 60 seconds, up from 20. The limit now has a significantly smaller effect on summon time but will act as a further cap on marauder summoning until it has passed.
tweak: The marauder cap will now only account for living cultists.
* Consolidates datum var location
* Move ui_screen to /datum/tgui
* Move focusers to datum.dm. Move fingerprintslast to /atom
* Remove focusers list, makes mobs check if their focus is QDELETED in Life()
* Consolidate use_tag and var_edited into datum_flags
* Revert garbage comment
* Thought I already removed this
* Remove the var_edited preservation
* Removes focus QDELETED handling
* Add a proc for getting the station center
* Add a couple of comments to ZTRAIT defines
* Remove unused global_map list
* Refactor weather to use the trait system
* Un-hardcode the transit z-level
* Use Z traits to determine Portal Storm event areas
* Fix loading away missions containing anything that reads traits