* 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.
* 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
* 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 caltrop component for spikey floor objects
The caltrop component now can be added to any crossable atom, and it'll
act like a shard of glass, or a d4. Additional flags are possible for it
to bypass shoes or ignore people who are walking.
This means d4 don't reimplement shard logic, and also open the window
for caltrop grenades later.
Also, it taught me how components work.
* Code review I
* Caltrop damage is 4
* Cactus hurts
* Whoops
* Ignore restraints = true