* wa la
* oop forgot an icon
* buildmode compatibility
* ok
* makes centcompod default
* CentCom pods fall faster and are capatilized right
* yike
* yike2
* FASTER
* white space and default icon state
* spacemaniac thanks
* the rainbow of mediocrity rides again
* whoops that wasn't supposed to be there
* updated vending machine, burger, and donut sprites
they've all been improved marginally
* edits roborger a bit more
"bun" is flatter, has an antenna that blinks in agony
* does sprite things to lighters and cigar cases
* darkened cigar case interiors
* tweaks lighter flames
* maps - none of our changes included yet i'll get them in after i finish up the rest of the sync
* sync part 1 - underscore folders in code
* controllers folder
* datums folder
* game folder
* cmon, work
* modules - admin to awaymissions
* cargo to events
* fields to lighting
* mapping > ruins
* rest of the code folder
* rest of the folders in the root directory
* DME
* fixes compiling errors. it compiles so it works
* readds map changes
* fixes dogborg module select
* fixes typo in moduleselect_alternate_icon filepath
* Those footprints are... moving? [Chameleon Proj will let you scan decals] (#38071)
* Those footprints are... moving? [Chameleon Proj will let you scan decals]
* Reduces selfcharge gun processing/icon work
* More efficient gun overlays, adds old_ratio var
* oh my god it was calling the egun's update_icon?
* percent proc
* Attachment overlay overhaul
* Cut overlays in egun update
* ebow 1000% better overlay management
* Update gun.dm
* Pointless check
* Giving KA and children consistent icon behavior
* Update kinetic_accelerator.dm
* Fixed
* ..() readded
* ..() readded
* ..() readded
* Antur didnt catch this one heck
* Because confusing vars are apparently more maintainable
* Gun overlays 2: Electric boogaloo
* another one
* Chameleon guns are removed
* tentacles everywhere
* who the fuck didnt make this logged ages ago jesus fucking christ
* who fucking coded this garbage why isnt it a status effect
* Update mines.dm
* reeeeeeeee
* reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
add: Analyzers can now scan all kinds of atmospheric machinery - unary, binary, ternary, quaternary, you name it. This means stuff like gas pumps, gas mixers, vents and so forth can be analyzed.
tweak: Analyzers now show temperature in kelvin as well as celsius.
tweak: Analyzers now show total mole count, volume, and mole count of all gases.
tweak: Analyzers show everything at slightly higher degrees of precision.
More accurate and advanced analyzers have been something that I think atmos and toxins mains have been wanting for a while now (including myself). It's always a pain to have to manually add 273.15 to every celsius temperature, or have to use outside tools or VV (which isnt usable in actual games) to calculate mole count for a gas mixture. Not to mention, the ability to analyze things like volume pumps and gas filters makes it easier to manage larger atmos setups. This is just a QoL change for people in any of those jobs. In fact, most players probably don't even know what the fuck is a mole is so adding mole readout to analyzers is a good way to get people to understand atmospherics better.