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Remote Outpost Gamemode + New Map + GM Tools #180
Commits on Mar 14, 2024
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Blackstone Bridge (Whiskey Outpost Re-Imagined) Part I
Fixes a bunch of graphical and logical errors, mostly related to Whiskey Outpost. Adds new sprites. Revises some ladder and gunrack code. Adds a bunch of stuff to get ready for the Whiskey Outpost (Lowpop) mode. Adds the Blackstone Bridge map, which is a reworked WO map, as well as items, sounds, and so forth related to it. Still not done, but very close to finished. Committing work in progress in case of hardware failure. Also includes a new Game Master menu to make map-specific changes or quick destruction of the environment.
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Commits on Mar 25, 2024
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Basically complete from what I can tell. I had to do a lot of tunneling around, but all of the major features are complete: Nightmare is now fully integrated into map manipulation panel and the panel itself is complete. The map is set up, though it does need some tweaking here and there. Major work on ne squads and the ground round type. Everything works as expected from my testing, but there's still things that are not completely finished (like the specialist vendor), but I'll get to them when I get to them. A ton of bugfixes that I don't exactly remember all now. Improvements all around, from the way squads are handled, factions, to other misc things. Very rough vehicle changes to prevent them from plowing through stairs and deep water, but it's a little buggy at the moment. Refactored xeno ai to fire in the root game mode so it's not just select to the _ai game mode.
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Update to Appease the Linter Gods
Light bug fixing and map alterations as they were still using older turf defines. Fix for initializing an empty gun rack. Removed some debug messages.
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Deals with some more issues pointed out by linters and restores some multi-tile airlocks from old maps, as they are still needed.
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Hopefully the last linter change, plus some minor map modifications near the mining site.
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Not sure what Linters wants from me regarding lists. Hopefully this works.
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Maybe this satisfied whatever cruel, malicious desire it has to ruin my comment formatting.
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Fixes some doubled-up structures and adds checkpoint windows/shutters.
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Commits on Mar 26, 2024
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Fixed some bugs with the map, adjusted a few things in the code. to make other stuff happen right. Fix some other issues and runtimes I've ran into. Enabled synth and predator character preferences so that you can customize them without a whitelist (which we don't have). Synths can spawn normally on Remote Outpost, and we may have predators show up later. Increased the size of the map to be square. Can be expanded later.
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Finally nails the SQ Lead issues, at least in theory. Also refactors and optimizes some squad code.
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Hopefully the undeclared variable was a fluke, since everything is declared.
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Commits on Mar 28, 2024
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Commits on Mar 29, 2024
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Polish, Additional Fixes, Faction Refactor
Lots of changes to access, factions, and so forth. Makes it possible to use the ID changer machine regardless of mode, and it is no longer hard coded to marine access. Factions are far more robust and can be used for determine subfactions. That functionality is only surface level at the moment but can be developed more. Additional fixes for RoleAuthority and squads, as well as map fixes and code fixes for the map. CM Specialist vendor works as desired now. Also makes sure that synths and yautja can be customized by players. Outside of vehicle changes, the map and associated code is almost entirely feature complete and polished.
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Commits on Mar 30, 2024
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Some more fixing and linter appeasement. Aside from some minor changes here and there, fixes mobs vaulting over south-facing barricades and appropriate ledges so that they are over the thing they are vaulting instead of under it.
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Makes sure ghosts spawn on ghost spawn and not late join, fixes some Outpost skillsets, other fixes for the game mode and the Blackstone map. Some added things, nothing major.
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Commits on Apr 4, 2024
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Final Fixes/Adjustments for Blackstone
More bug fixing, more map fixes and adjustments. Made some changes as indicated on the PR comments. Simple animals will take fire damage now. Some changes to the crew tracking computer to allow it to better track squads as squad colors were limited; now it has room to add additional ones for proper coloring on the tracker. Made most of the terrain in Blackstone destructible, added some procs and defines to work with that. Refactored vent crawling/crawling animations a little bit and enabled ambush spawns for ladders (including hatch ladders that I introduced). A lot of work on GLOB.data_core and the crew manifest. Refactored all of the manifest compiling, introducecd defines to better manage it, and added a few checks for data. All three data computers (security, medical, skills), were slightly altered to allow faction-based checking. It's not great, but the alternative is to rewrite how data_core works entirely. Though that wouldn't be a bad idea given how dated it is, and records in general, that's out of the scope of this PR.
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Fixes some newlines and merge issues from a previous commit.
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Commits on Apr 5, 2024
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Few Minor Fixes from Last Playtest
Some tweaks on generators (how often they trigger the possible fail) and a few minor map adjustments such as the right OW console in a tent. Mortar has fewer mortar shells, but still a good amount. Fixed an issue with civilians spawning with no English language. Fixed synths spawning with no access to their vendors; gave them some custom-fit vendors. Map Manipulation verb should properly get removed when de-adminning.
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Fixes a few manifest sorting issues. It should look all fine and dandy now.
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Commits on Apr 6, 2024
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Another Final Round of Adjustments
Makes it so that killed marines show up on the manifest as deceased right away on HARDCORE_PERMA. Adjusts some code around species to show unique manifest status for synths v. humans. Some minor fixes along these lines, such as allowing rejuv'd humans to get properly set back to alive on the manifest. Removes some debug variables from the security records computer and elsewhere. Makes sure that premade turrets turn off when they run out of ammo, so they don't process or beep at targets they can't fire on. Some adjustments to spawn text and synth gear. Fixed their faction group so they no longer ping on trackers and the like. Minor map adjustments, including some medical changes to actually allow proper surgery.
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Updates the icon_state for the premade UPP sentry.
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Commits on Apr 7, 2024
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Commits on Apr 14, 2024
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Commits on Apr 18, 2024
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Commits on Apr 20, 2024
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Commits on Apr 30, 2024
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Even More Updates to Roles, Map, Etc
Made some minor map alterations and tweaks to the Blackstone map and some related code. Tweaked lizard and hatch sprites to look slightly better in perspective. MG nests cannot be climbed over anymore, as if they were wired. Also made climbing look better through some layer manipulation. Thrown atoms are properly on their own layer during the throw, so they are not constantly sliding under barricades and the like. Premade sentries out of ammo should hopefully shut down properly and stop making any noise or processing. Tests seem good, but there may be some other underlying issue that's hard to replicate. Mobs renamed by admins will now properly get renamed regardless of whether it's through a verb or player panel + additional refactoring of related code. Added a new player panel buttons to physical human actions. Allows you to inject/modify the manifest/datacore and allow the human to view the crew manifest if they are not normally allowed to. Best done after changing the mob to the appropriate faction. Can also erase the information from the same panel. Spider effects and whatnot can now be destroyed with flame(rs). Fixed sandbag barricade pixel offsets, so they look lined up when together. This only affected map-placed sandbag cades because of New() initializing the default direction instead of map-placed direction. Small mobs will no longer push larger mobs/switch places with them. Small mobs will retain old behavior when bumping other small mobs. Some refactoring on the drawn tacmap; roles that are added to manifest will be able to see it, non-USCM roles will be able to see it if they have access to the manifest. Only humans on the manifest will be able to draw on the tacmap if they have the other requirements. Also made it so the faction of the map is based on the object it was created from (xeno maps are unaffected and haven't really been tested). A bunch of backend refactoring to make the better destinction between rank and assignment, giving more flexibility to what is internally tracked and what is shown to the player. For example: UPP Spy won't show up on the manifest as an UPP Spy, but whatever their cover assignment is. More squad refactoring to make it possible to have jobs default to a squad and OW consoles to only track a desired squad. Refactoring on how modes are selected/cached. Got rid of role mappings, as they served no purpose. It is now possible to dynamically track which roles the mode will use based on the map selected, or other factors. Fixed the role preferences window being sized incorrectly. It should adjust properly now. Fixed coat racks and improved them with a rewrite. They are still fairly limited (only one coat and no hats), but it should be fine as it actually works now. Revised the ghost observe menu a bit. It is now possible to view the individual major factions (marines, UPP, CLF, etc) for slightly better categorization. Experimental layering changes to make things somewhat less stupid across the yard. Needs more extensive refactoring. Changes to planes and tents, so that mobs entering tents have a far better visual (and non-visual) outcome when dealing with tent roofs and weather. The system can be applied to any other type of atom roof. Fixes xenos in crit being on their original layer instead of below stuff; it was apparently introduced to prevent hiding xenos from hiding in crit under stuff, but doesn't really make much sense as it introduces undesired layering in return. Fixed layering of comm and sensor towers so that they overlay mobs better rather than having people walk on top of them. A bunch of misc fixes for various things, code improvements, and so forth.
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Merge branch 'Whiskey-Outpost-Mod' of https://github.com/FslashN/CMSS…
…13-PvE-Test into Whiskey-Outpost-Mod
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Fixes no return hint for initializing sand and snow barricades.
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Commits on May 2, 2024
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Style + Consistency + Comments Update Part I
Makes a lot of various changes based on comments regarding style and consistency.
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Let's hope it doesn't think I am trying to space tab.
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Hopefully the last few changes for autodoc spacing.
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
…menu.dm Co-authored-by: Drathek <[email protected]>
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Update code/modules/cm_marines/equipment/maps.dm
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/modules/vehicles/van/van.dm
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Update code/modules/vehicles/van/van.dm
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Update code/modules/vehicles/van/van.dm
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/datums/datacore.dm
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Update code/datums/datacore.dm
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update code/modules/admin/game_master/extra_buttons/map_manipulation_…
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Update tgui/packages/tgui/interfaces/MapManipulation.js
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Update tgui/packages/tgui/interfaces/MapManipulation.js
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Update tgui/packages/tgui/interfaces/MapManipulation.js
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Update tgui/packages/tgui/interfaces/MapManipulation.js
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Update tgui/packages/tgui/interfaces/MapManipulation.js
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Update tgui/packages/tgui/interfaces/MapManipulation.js
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Update tgui/packages/tgui/interfaces/MapManipulation.js
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Update tgui/packages/tgui/interfaces/MapManipulation.js
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A minor update with some more changes based on changes requested.
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Ports changes from cmss13-devs/cmss13#5369 and makes other bitfield changes based on changes requested.
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Commits on May 3, 2024
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Changes per Changes Requested Part III
More changes for the changes requested, mainly some define cleanups, a few more style corrections, and other minor adjustments of code.
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A few bugfixes and a small addition, just to patch up some glaring issues. Still needs a little more tweaking.
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Merge branch 'Whiskey-Outpost-Mod' of https://github.com/FslashN/CMSS…
…13-PvE-Test into Whiskey-Outpost-Mod
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Commits on Jun 5, 2024
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Commits on Jun 10, 2024
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Commits on Jun 11, 2024
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