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[Standby] Dev freeze 0.1.9 staging #4484
Commits on Nov 30, 2013
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added config flags for objectives being enabled or disabled.
added antag options menu. added ability to choose where a syndicate uplink is installed.
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Commits on Dec 19, 2013
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DNA2 EPISODE 2: Revenge of the Bugs
Made after DNA2 hit /vg/'s main server after no one tested anything. * Gene activation/deactivation made modular, refactors domutcheck. * Standardized genetics disks and injectors a bit in response to buffer corruption issues. (Untested) * Lots of major bug fixes. * Skin tones fixed. Still needs further testing. All I did was mess around with monkeys.
Rob Nelson committedDec 19, 2013 Configuration menu - View commit details
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Commits on Jan 11, 2014
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Commits on Jan 12, 2014
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Merge branch 'paint' of https://github.com/RKF45/Baystation12 into paint
Rob Nelson committedJan 12, 2014 Configuration menu - View commit details
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* Add dynamic loading of poster designs (untick group in DM to remove, no more toggles) * Fixes wirecutters duping posters * Fixes dropped posters not being placeable.
Rob Nelson committedJan 12, 2014 Configuration menu - View commit details
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NanoUI assets are now sent to the client automatically.
* NanoUI now finds and sends it's assets to the client (css, images, javascript and templates). Part of my effort to make creating NanoUIs as simple as possible. This removes the need to add new NanoUI assets (such as templates) to the client send_resources proc.
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NanoUI Caching and SMES tweaks
* Made NanoUI caching code neater, added check for directories (which are ignored). * Moved SET to between MIN and MAX on SMES UI.
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Commits on Jan 13, 2014
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Merge pull request #4285 from Faerdan/dev
NanoUI assets are now sent to the client automatically.
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Commits on Jan 15, 2014
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Canister, Tank & Tank Transfer Value NanoUIs.
* Added Canister, Tank & Tank Transfer Value NanoUIs.
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Merge pull request #4299 from Faerdan/dev
Canister, Tank & Tank Transfer Value NanoUIs.
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Commits on Jan 16, 2014
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Now gives an instability% warning in it's messages. Limited the "If they can see it and aren't wearing mesons, have some hallucinations" range to a max of 7 Can't be pelted with lasers while out in space allowing for unlimited power only to drag it back on a turf and instantly explode. Removed extra if(!removed) check, we already checked for that above. Moved the oxygen ratio variable "oxygen" to be declared under the object instead of it's process proc for easier debugging. Changed the alert interval. Add luminosity value so the big glowing shard of supermatter actually generates light.
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Merge pull request #4303 from Ccomp5950/supermatter
Supermatter update.
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Commits on Jan 17, 2014
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Deletes the second kind of holy water that doesn't do anything. Lemme know if I should do the opposite of this.
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Makes them a bit creepier, and makes it so they don't spawn with underwear. Because really, if the rune spawns anything, it should be robes. But that would make things too easy.
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preventing space being made and immediately changed to open space
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Commits on Jan 18, 2014
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Merge pull request #4304 from Furlucis/master
Visual changes for homunculi and holywater fix
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Made cables use color var instead of separate icons for each color.
It allows for wires of ANY color (just set cable_coil var) and most importantly 40 837 958 b - before 39 506 651 b - after
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Commits on Jan 19, 2014
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- Added monitoring room - Changed airlock - Moved SMES to engineering bay - Fixed a few other mapping errors in the engineering wing
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- Added a few Engineering areas, and moved one from the Rust files - Made the "Engineering Storage" area overlay sprite transparent
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- Added directional pod door sprites - Made pod doors change draw layer when they open and close - Pod doors draw behind the glass layer when open - Pod doors draw in front of the glass layer when closed
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Commits on Jan 20, 2014
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Merge pull request #4318 from Loganbacca/engineroom
Engine Room Redesign
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Commits on Jan 21, 2014
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Forgot to take the plasma tanks out of the EVA tank dispenser - seeing as there is now a dispenser with only plasma tanks in hard storage.
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Commits on Jan 22, 2014
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Merge pull request #4316 from RKF45/robots
Fixes for emagging robots
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Commits on Jan 23, 2014
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Commits on Jan 24, 2014
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NanoUI Gas Cooling/Heating System
* Created Nano UIs for the Gas Cooling System and Gas Heating System * Standardized the reference structure for procs (they now use use full paths, instead of relative) * Standardized the names of each machine ("gas cooling system" and "had heating system") for both the object and the UI title
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Areas added to powernets again
Fixes #4328 New z-level code wasn't handling d1 == 0 cables correctly.
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Merge pull request #4335 from Loganbacca/bayfix
APC's added to powernets again
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Added no-network check to heat_source to fix a runtime if not connect…
…ed to a network.
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NanoUI Gas Cooling/Heating Update
* Fixel incorrect text label in the gas cooling/heating system NanoUI. * Added header for gas temperature.
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Commits on Jan 25, 2014
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Merge pull request #4332 from Faerdan/dev
NanoUI Gas Cooling/Heating System
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Commits on Jan 26, 2014
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Merge pull request #4345 from RKF45/misc
Fixes for my earliest commits
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Merge branch 'dev' of https://github.com/Baystation12/Baystation12 in…
…to color Conflicts: code/modules/power/cable.dm icons/obj/power_cond_red.dmi
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Commits on Jan 27, 2014
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Merge pull request #4314 from comma/color
Non-hardcoded(sprited?) colors for wiring
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Commits on Jan 28, 2014
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Recommitting a ton of files as one commit due to needing to reset thi…
…s repo to an earlier point in the log. Full changes in PR.
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Someone forgot an exclamation point and made the check for a lack of brain check FOR a brain, making the assume direct control thing not work.
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Commits on Jan 29, 2014
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Commits on Jan 30, 2014
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Merge pull request #4352 from Zuhayr/dev
Species changes and icons.
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Merge pull request #4358 from SueTheCake/armors
Tactical Armor Storage + Tac Armor REDUX
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Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 int…
…o dev Conflicts: code/modules/supermatter/supermatter.dm maps/tgstation2.dmm
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Merge branch 'dev' of github.com:Baystation12/Baystation12 into dev
Conflicts: icons/mob/mask.dmi
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Commits on Jan 31, 2014
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Adds a collar overlay above the helmet layer if the suit has one Suit needs an identically named sprite in icons/mob/collar.dmi Suit also needs 'collar = 1' set in utility.dm Trenchcoats are go!
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Commits on Feb 1, 2014
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Removed colon Removed need for collar variable Corrected TOTAL_LAYERS define
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Spotted this while working on collars code Moved tail layer before hand layers, so tails don't render over held items
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1
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Added underwear rendering to character setup screen
Also culled unused underwear names from global_lists.dm
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Merge pull request #4362 from SueTheCake/dev
Visual update of security explosive ordinance disposal suit.
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Merge pull request #4360 from RKF45/dev
I am doing that just for genetecists wearing monkey suits.
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Merge pull request #4366 from RKF45/dough
Reintroducing the dough-based cooking system.
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Replaced fatscape shuttle with sleeker, nicer-looking shuttle.
Added swall_floor_f5, swall_floor_f6, swall_floor_f9 and swall_floor_f10, which are smooth interior shuttle wall corners. Shuttles modified to use these instead of the blocky corners or two different overlaid turfs. Notice board added to engineering.
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Merge pull request #4368 from Loganbacca/prefs
Character setup underwear rendering
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Commits on Feb 2, 2014
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Escape shuttle modified after feedback.
Wall emergency lockers now contain two breath masks and two emergency oxygen tanks. Emergency ration crates contain two boxes of donk-pockets. The escape shuttle has two crates at the back.
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Commits on Feb 3, 2014
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Commits on Feb 4, 2014
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Commits on Feb 5, 2014
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Cleaned up pipes.dm Changed pipe subtypes to the following layout: pipe simple/manifold/manifold4w hidden colour visible colour Did a complete pass of the station to standardize all pipes (yes, nearly 2500 changes) (Haven't done the research base air and scrubber pipes yet, and atmos will be done with my engineering redesign)
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Merge branch 'dev' of https://github.com/Baystation12/Baystation12 in…
…to antag Conflicts: icons/mob/uniform.dmi
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Commits on Feb 6, 2014
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Merge pull request #4389 from DJSnapshot/dev
Objectiveless Antags and new Uplink options PART 2
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Merge pull request #4385 from Loganbacca/pipes-cleanup
Pipe standardization
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Merge pull request #4391 from DJSnapshot/dev
Disabled objectives disabled be default.
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Commits on Feb 7, 2014
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Merge pull request #4394 from Baystation12/master
Removes mechs, removes Roboticist, moves exofabs to R&D.
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Conflicts: code/game/dna/dna2.dm code/game/dna/dna2_domutcheck.dm code/game/dna/dna2_helpers.dm code/game/dna/genes/disabilities.dm code/game/dna/genes/powers.dm code/modules/mob/living/carbon/monkey/monkey.dm
Rob Nelson committedFeb 7, 2014 Configuration menu - View commit details
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We discovered that most of the problems were were having was because of BYOND passing lists (e.g. SE and UI) by-ref instead of the assumed by-val. This commit adds dna.Clone() and (UI|SE).Copy() where needed. These should be used where DNA or SE/UI lists are COPIED, otherwise changes made in the reference will affect the real strand. This change also messes with the gene activation logic.
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Rob Nelson committed
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Rob Nelson committed
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And now tested in game, with some fixes.
Rob Nelson committedFeb 7, 2014 Configuration menu - View commit details
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Commits on Feb 8, 2014
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New areas for engineering remap
- Also moved hallway from Caels Rust areas.dm file to main Space Station 13 areas.dm file
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Removed ID requirement for gas filters
So they can be used in other areas of the station (like toxins and the engine room) without needing atmos access to change settings.
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- Added atmos themed sprite for atmospheric technician secure closets - Added a second radiation suit to radiation suit closets - Added a solar pack crate (because adding crates to the map with this many objects manually is silly)
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- Fixed passive gate sprite (east and west "on" sprites were reversed) - Added new Supermatter manual sprite (it glows!) - Added some floor variants (loading outline for plating - in yellow and aqua, caution stripes for old floor tiles, and yellow and grey checkered floor tiles)
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Self-naming APC's! Now even mapped in APC's will rename themselves
depending on what zone they're in. Makes more mapping sanity.
Ravensdale authored and Ravensdale committedFeb 8, 2014 Configuration menu - View commit details
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Tweak APC self-naming so they read better when examined or interacted
with. Thanks Sky for the suggestion and Mloc for the why.
Ravensdale authored and Ravensdale committedFeb 8, 2014 Configuration menu - View commit details
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Commits on Feb 9, 2014
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Merge pull request #4396 from RKF45/blob
Readjusts blob random event
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Merge pull request #4401 from Ravensdale/APC
Self-naming APC's! Now even mapped in APC's will rename themselves
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Merge pull request #4399 from DJSnapshot/Security
Switched Security EOD closet to the Actual Security EOD closet.
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- Can inscribe text into bullets by using a screwdriver on a bullet casing - Does not work on non-metal type bullets (i.e. rubber bullets, beanbags, stunshots, etc) - Added weakbullet subtypes "rubber bullet" and "beanbag" with appropriate names
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Commits on Feb 10, 2014
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Commits on Feb 11, 2014
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Thread with details and map here: http://baystation12.net/forums/viewtopic.php?f=5&t=9569
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Merge pull request #4400 from Loganbacca/re-engineering-merge
Engineering remap
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Commits on Feb 12, 2014
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Fixes #3986 - Foam reagent inheritance fixed: The trans_to() proc in Chemistry-Holder.dm was calling handle_reactions() every time it would add and remove reagents with add_reagent() and remove_reagent(). I've added a safety flag to both of these procs (and copy_to()) so that trans_to will not call handle_reactions() until it has added all the reagents to the target container. This allows foam to reliably take on the properties of other leftover reagents. - Fixed a bug in effect_system.dm that wasn't applying reagents from foam to the environment. - Tweaked smoke to apply reagent effects after it has stopped moving This was causing huge reagent spam at the center of the smoke cloud as it was spawning, since they were being applied every time the cloud of smoke moved. Also changed it to apply the effects 2-3 times at longer intervals (2 seconds). - Smoke also only effects tiles in a 3x3 grid now, rather than 5x5. - Summary: Chem smoke does slightly less damage (if it contains damaging reagents) Chem smoke proc calls reduced by 60-70% (significant lag reduction) Foam works properly again Foam proc calls reduced by 70-80%
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Commits on Feb 13, 2014
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Minor tweaks and fixes for airlock equipment
- Fixed DP vent pumps not changing direction - Made airlock_sensor more versatile (and backwards compatible with old airlock code) - Added airlock_sensor and access_button airlock subtypes for easier mapping
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- /datum/computer/file/embedded_program moved from embedded_controller_base.dm to code/game/machinery/embedded_controller/airlock_program.dm - embedded_controller_base.dm cleaned up and identical parts of the controller subtypes were moved here - embedded_controller subtypes moved to code/game/machinery/embedded_controller/airlock_controllers.dm - Added nanoUI templates for airlock controllers - Added a couple of classes to nano/css/shared.css for colouring buttons - Minor map update to maintain airlock compatibility and fix a broken airlock near virology
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- Fixed a couple of lines of code in power.dmi so that cables correctly update their color - Fixed the contrast of the cable icons
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Merge pull request #4408 from Loganbacca/airlock-merge
Airlock controller rewrite
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Commits on Feb 14, 2014
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Missed this in my last commit: - Added a result amount for chemsmoke so it calculates the created_volume correctly
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Commits on Feb 15, 2014
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Merge pull request #4398 from RKF45/pdabomb
PDA bombs are now more balanced and random.
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Merge pull request #4397 from Baystation12/dev
0.1.9 Staging (2/14/14) [And I'll form the head!]
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- Restored "steam" code to chem grenades to handle grenades that don't have any reagents in them that react i.e. water grenades. (I removed it thinking it was only in there for handling foam reagents, but it seems it has more uses.) This splashes the surrounding area in whatever reagents were leftover in the grenade after all reactions have occurred.
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Merge pull request #4437 from Loganbacca/bayfix
Chem grenade fix - again
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Commits on Feb 16, 2014
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Merge pull request #4442 from DJSnapshot/dev-freeze
Code cleanup for traitors
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Merge pull request #4440 from Ccomp5950/dev-freeze
Supermatter will stop processing when it's in space.
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Commits on Feb 17, 2014
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- removed double windows - added pipe dispensers - removed one rogue wire - rearranged the atmos monitoring room based on forum feedback - changed radiation collector blast doors to same switch network - tweaked poddoor New() function so they render over glass if closed at round start - setup engine room pipe network to neutralize the SM at round start - it now cools the nitrogen in the chamber - added extra functionality to advanced airlock "purge" and "secure" buttons - made a few tweaks to airlock/door controller NanoUI
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Commits on Feb 20, 2014
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- updated update_icon() for pipes and manifolds to change the color instead of the sprite - updated subtypes to use global defines for colors instead of hard coded html refs - added an alpha tweak to hidden pipes for the sake of mapping (DM doesn't render semi-transparent icons correctly, but it does handle var/alpha tweaks) - this is overridden when the pipe is spawned in the game world with New() (Thinking about it, we could potentially do away with the transparent pipe sprites by just using the alpha variable. May do this later.) - fixed pipe painter - unwrenched pipes now inherit their source pipe color, and also inherit it when reattached to a pipe network again
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- Fixed lighting issues in dorms (added APC to bedroom area, also gave cryo storage and dorm bedrooms their own area subtypes so light switches don't conflict anymore) - Fixed 0-2 cable "pixel_y = 1" offset (it was making a 1 pixel gap between south-to-end cables on the map) - Replaced research outpost piping with new subtypes - Fixed a broken air supply pipe running to the research outpost auxiliary storage area - Replaced a few plating turfs in space with airless platings
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- Added an extended capacity emergency tank to the CE's locker
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- Fixed a few closets not adding items to their contents at round start (wardrobes have the same issue, but I've already fixed them on master)
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Commits on Feb 21, 2014
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Merge pull request #4462 from Loganbacca/freezefix
Dev-freeze fixes
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Merge branch 'master' of github.com:Baystation12/Baystation12 into de…
…v-freeze Conflicts: code/ATMOSPHERICS/pipes.dm code/game/dna/genes/powers.dm code/game/objects/items/devices/PDA/PDA.dm
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Commits on Feb 23, 2014
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Commits on Feb 25, 2014
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Merge pull request #4476 from SueTheCake/dev-freeze
Spooky Ghost Gun Fix
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Commits on Feb 26, 2014
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Merge branch 'master' of github.com:Baystation12/Baystation12 into de…
…v-freeze Conflicts: code/modules/reagents/Chemistry-Reagents.dm
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- Fixed missing camera c-tags. - Fixed camera orientations.
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Commits on Feb 27, 2014
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