* Adds collapsing tiles
* Adds the 'falling' variable
* adds checking for kosms
* Changes, chasm works now
* VERY fast tile falling at incredible hihg speed
* stuff!
* removes a weird define
* FALSE
* Rethemes the Necropolis
* clen
* not clever enough, hmm...
* that's a bug. hello, bug.
* no message
* a terrifying Legion room. full of one (1) Legion.
* some tweaks, inside has actual floor type
* tweaks
* Rethemes the ash walker nest to match the necropolis
* fix some issues with the door version
* whoops
* run mapmerge tgm, does not tgm
* whoops
* whoops, all dirs
* tgm
* The bonfire has a grill
* nah just do what ergo wanted
* Rethemes the Necropolis
* clen
* not clever enough, hmm...
* that's a bug. hello, bug.
* no message
* a terrifying Legion room. full of one (1) Legion.
* some tweaks, inside has actual floor type
* tweaks
* Loads of syndicate battlecruiser related content. Clothing, turfs, areas, and a few mob spawners.
* Moves new plaque turfs and all other ones to a new plaques dmi.
* does what joan asked
* whoops forgot to add some dmis and delete one
* Adds syndicate energy turrets.
* PROBABLY STILL OKAY
* Unticks file dir?
* Forgot to remove extra sprites in shuttles.dmi since they're now in proper dmis of their own in full size.
* Plastic golems
🆑 coiax
add: It is now possible to make plastic golems, who are made of a material
flexible enough to crawl through vents and plastic flaps.
/🆑
Pretty simple. Plastic golems (remember, we actually have plastic as a
material) can ventcrawl, which also gives them the ability to go through
plastic flaps. They are otherwise the same as iron golems.
More uses of plastic are good, and this seems appropriate for a flexible
material to make flexible golems. Very much a material only found on the
station, and thus having an ability that really only makes sense on the
station.
@XDTM
* Naked ventcrawling golems
* Update lavaland_ruin_code.dm
* Commit 2
Bolds important bits, Underline is basically the most important [you can read underlined and play the role just fine]
Adds newlines.
* +\
* Unfortunately, I cannot spell unfortunately.
In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.
I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.
Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.