* Adds Chibi Station
* Made changes based on feedback
also added slot for CE
* botany changes
* Added traitor objective items
also bolted open the front of engineering, and dirtied up Salvage some more.
* Added evac
* :trollface:
* Added Autodrobe
* Update chibi.yml
moves a wall over and makes a maintenance shaft a little bigger
* Update chibi.yml
galoshes, brig timer, atmos airlock stuff, logistics door remote, the spare ID cabinet unlock thing in the vault, vault being doublethick on the exterior, medibot/cleanbot spawns, uhhh yeah
* Update chibi.yml
intercoms
* added the oracle
* Update chibi.yml
added screens and soap, fixrotations, tilewindows, variantized
* Update chibi.yml
fugitive spawn points, circuit imprinter, added the shitter to the prison cell
* invalids
:trollface:
* Added the paper
* Update chibi.yml
linked disposals conveyor/recycler to lever, added animal spawners, moved/added some beacons
* Update chibi.yml
Named SMESs, added library beacon
* Update chibi.yml
added more posters
* Update chibi.yml
Post-Velcro review changes; EVA suit in epi, replaced arrivals screens, unlinked air sensor in cargo, removed nuke disk from jail /j
* partial buckling refactor
* git mv test
* change test namespace
* git mv test
* Update test namespace
* Add pulling test
* Network BuckleTime
* Add two more tests
* smelly
* glacier real
* troll
* atmosia tweaks
* 1 less can of plasma not too op
* replace troll generator with solar crate
* add StationSurface to glacier
* add surface map
* biome stuff upstream #28017
* unpause after loading
* fix no terrain
* comment out the surface spawning
* shipyard
* glacier justiceroid
* updateprototype and cleanup
* fix random shit
* untroll
* courier
* add to test :trollface:
* fix
* futureproofing
* hot loop inlet lmao
* tweak some pumps in atmosia
* carpy and make salv locker lighting better
* Edit lights, move salv dock, add justice maints, edit entity names for casing consistency, other minor edits
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Velcroboy <velcroboy333@hotmail.com>
* Give jobs & antags prototypes a guide field
* A
* space
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
* Add todo
* Fix merge errors
---------
Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
(cherry picked from commit e7f2ae52ab24dddc8f3c94cb84b751482700e3da)
* Makes machine parts stacks, removes unused field in stack prototypes
* forgor
* Fix tests
* Fixes lathe construction. Yes. This sucks but there's no better way that doesnt involve refactoring machine parts completely
* detail
* a
* make jugg not atmos hardsuit reable lmao
* re machine yaml refactor
* use the enum name to localize re results
* move a lot of code to shared and refactor
* clientside rework
* add test for missing recipes
* untroll
* make exped board recipe yml consistent with upstream
* fix unearthed sneaky bugs + generic does nothing so remove
* add mass media console board, remove roundstart boards from dynamic recipes
* remove roundstart stuff, add rcd ammo to protolathe
* dont dupe because of access electronics prototypes
* fix final fails
* final untroll
* final untroll 2
---------
Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Null <56081759+NullWanderer@users.noreply.github.com>
* Adds Micro
* Update micro.yml
Added parallax, warp points, and several minor changes.
* Update micro.yml
Added intercoms, folders, a fax, and other stuff
* Update micro.yml
Added notes, defib cabinets, a little lighting, uh yeah I think it's ready.
* Update micro.yml
named all faxes & added one to epi, changed an air can to CO2, gave atmos a Plasma can, added emergency lights, added perma cryosleep, added DOG beds for CATs
* Update micro.yml
added detdrobe and repdrobe
* Update micro.yml
medbay curtains!!1
* Update micro.yml
invalid configurators removal
* Thanks Velcro!
lighting changes, added sec and med camera routers and telecoms.
* the classic last minute change
service telecoms and camera router
* Vox stuff
* Species loadouts and lobby refactor
The control flow for lobby is all over the shop so I pulled it all up from the individual controls so now they handle the bare minimum required and LobbyUIController handles the rest.
* a
* Bulk changes
* a
* weh
* Character import / export
* finalise
* woops this stuff too
* Also datafield exporting
* comments
* Review
* Add tests for ghost spawn position
* Make ghosts spawn immediately
* Format mind system
* Move ghost spawning to GhostSystem
* Spawn ghost on grid or map
This fixes the ghosts being attached the parent entity instead of the grid.
* Move logging out of the ghost system
* Make round start observer spawn using GhostSystem
* Move GameTicker ghost spawning to GhostSystem
Moved the more robust character name selection code over.
Moved the TimeOfDeath code over.
Added canReturn logic.
* Add overrides and default for ghost spawn coordinates
* Add warning log to ghost spawn fail
* Clean up test
* Dont spawn ghost on map delete
* Minor changes to the role test
* Fix role test failing to spawn ghost
It was failing the map check due to using Nullspace
* Fix ghost tests when running in parallel
Not sure what happened, but it seems to be because they were running simultaneously and overwriting values.
* Clean up ghost tests
* Test that map deletion does not spawn ghosts
* Spawn ghost on the next available map
* Disallow spawning on deleted maps
* Fix map deletion ghost test
* Cleanup
* Mega Antag Refactor
* last minute delta save
* more workshopping
* more shit
* ok tested this for once
* okkkkk sure
* generic delays for starting rules
* well darn
* nukies partially
* ouagh
* ballin' faded and smonkin wed
* obliterated the diff
* Spread my arms and soak up congratulations
* I've got plenty of love, but nothing to show for it
* but there’s too much sunlight
Shining on my laptop monitor, so I
Can’t see anything with any amount of clarity
* ok this junk
* OOK!
* fubar
* most of sloth's review
* oh boy
* eek
* hell yea!
* ASDFJASDJFvsakcvjkzjnhhhyh