Ecosyste.ms: OpenCollective

An open API service for software projects hosted on Open Collective.

github.com/space-wizards/space-station-14-old

Git repository of the space-station-14 repo before cleaning with BFG.
https://github.com/space-wizards/space-station-14-old

- Added some more medical items: Sleeper, Surgery Bed, Drip, Table, Sink

7049e578fe5c531787b74a5d05380593e853fe6e authored over 11 years ago by supernorn <supernorn@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
- New breather sprites

- Added generic inhand item as default placeholder
- Added wearable o2 cannister for Mobs
- Added...

4eaa56279c0a1d7b220cf25dd9447b008b9b7297 authored over 11 years ago by supernorn <supernorn@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
added gas tanks (o2/anesthetic). modified a few items. Toolbox item perspective to be more consistent with medkits

459b75713c671cee15c5ee454547bd8500d2e0a8 authored over 11 years ago by supernorn <supernorn@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Let's not support less than 59 hz. Because seriously - anything lower than that and i might aswell draw the frames myself.

0752df072e31675e4b63b1b7f3a7d6a1049269d1 authored over 11 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
So i've finally figure out how to un-shit the options menu.

8631d2e8515b6623d4381badbb7d16ef0609906f authored over 11 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Entity Systems framework

be298362315b442f50073b71675ed3afb7a3a192 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Status effects now use the entity state system

2091abdc67c1a222898f201b260f3883a94572b2 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Sprite components are now synching using entity states. Fixed light component not synching

8df37763c2d9df116c6a9f7fea41d586fc1988f0 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Converted entitystatscomp and lightcomp to use entity states

447e05c2bd3d2147e5cf07c2405f933f8529bea5 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Damageable Components functioning using states now

03a0ed3c2ffc37971804c39fff871f038fffd8be authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Collidable component now uses entity state

01e8c0aae72bf66ace7754815051d8c74610e84e authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Remade PhysicsMover into Physics and used the BasicMoverComponent to move items around based on their mass

a5dad290b35d4a4397d934b96b8a4ae0ec903ad8 authored over 11 years ago by ostaf <ostaf@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Limited state update rate to 20/sec. Made state system only send updates to clients whose status is "Connected"

3bbb27904751fbeb05698bbc38f1ec1b2ce915ea authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Added basic internals

45a105872897d5d8fab1d7f8c948f1098ca1727d authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Added movement for stuff in gas, made server display kb/s, added physics mover stuff to all items.

10c5cfa4bf9afdae96fc95d3eb632bb5cf6a33e4 authored over 11 years ago by ostaf <ostaf@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Server game loop now runs at a constant framerate without eating the cpu or relying on Thread.Sleep(x), which was inaccurate as fuck

dbba025bd570be66f97be3a8c0f917be374d4159 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fucking around with server framerate / tickrate and the game loop

21c1ce6265f961e1c56f65c50f4a9377b0e0ce96 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Unhooked some more movement stuff.

728bf68b16d0cb5c3beaa9c3fd56bdd61b3db718 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fixed some multiplayer issues.

Added groundwork for velocity.
Switched all mover components to use states instead of component m...

5c14232ded020449c2022d7ac807d2c62590d485 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Hooked playermanager up to the gamestate system.

Documentation added for a lot of shit.
Fixed issue with multiple player joins crashing server.
R...

91abadf5d66e2427ed9e357f1528a8dc55f4742f authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Entity spawning and deletion is now handled by Entity States :)

8bc59c8e01cfd89e1c936775dd0721903631a984 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fleshed out entity data being sent in states

a44689acc1c3d3378c450c0e1a3a8fc42b0d8bbe authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Added gzip compression for initial full states

749e7f8e08eceaf4ffa73120dd2df9eab037773f authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Client now recieves state and unpacks it.

Mover component state added

6286af30b28b5d40706ac2f7a8a35ce7a4501173 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Implemented game state delta compression. This is very fucking cool.

6484d7683cc08bae48b96d4270adb066261049ae authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Laying the groundwork for networking 2.0

9843aa708b8943d6e20b4dcd53a68734ff3c8c48 authored over 11 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Hooked up game mode PlayerLeft() and PlayerDied() methods, and PlayerSession OnDisconnect() and OnConnect() methods

135b6e0a756fd8228eb15419ef90eafb817dea5d authored over 11 years ago by ostaf <ostaf@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
- Added finished Cryo Chamber to Atlas

1b5c0236665f5bce44e0737cb4e613b9d9e7311a authored over 11 years ago by supernorn <supernorn@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
- Updated wall tops, to be thinner.

01d4609dd5e28d6938e66bfb713e3a1356c58a47 authored over 11 years ago by supernorn <supernorn@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
- Added a whole bunch of new stuff and tweaked a few existing sprites.

58747a25eccee6cd376ba683d5a0118bae53f790 authored over 11 years ago by supernorn <supernorn@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
New "Robust" Client lib created -- It has SFML along with some NetGore additions in it.

d721d7f62badbfd55aa21808668c098648aebccd authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Cleaned up some shit

969ad661a9386041491e9f2ed31bd93c5448ce2d authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Wall mounted objects should now attach properly when placing or loading them.

ba3a62d646939f2d8c957a217bb77e14c7005dec authored about 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
New placement mode for things like lights and cameras.

Objects now have a direction var for things like this.
Directions are saved loaded and sent over ...

a0074e7973264829f0a84ee02e05964de7172114 authored about 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Added functionality for a door to be emagged but still be pried open. Haven't added the emag object yet, but the functionality is there.

29c6d8cccb01cc16c1a2055ff7fa0b31abc4fc86 authored about 12 years ago by nannek <nannek@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
fixed the svar fuckup

21c8a95b9f55c25d7a44abbc2bc0f90a6c002bcd authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
svarwindow stuff

4bebadb9b227d15f1b2163cdb6fa9f05ec28937e authored about 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
added 2 svars -- one for doors and one for statuseffectcomp

aba69f323d870b46bdec8caa58d4390d2a8d72de authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Working on new SVar interface.

68c5d258a06833ec7e686adfba6100dad9667b37 authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Re-implemented component parameters so they're now type-safe.

b9a9b86acc7e237e49a2a1beaf5061455735384f authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
An update to make gas updates to clients more efficient.

869f4bfa633e9245e88989fa4e452f1b91432835 authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fixed flashlights

d7004214980819b3fcb5c11f5cecbbbdc908d8b8 authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Gas display now draws properly, woot bitches

f4435bd13faff6ef620a3917196b9911d8c3c98a authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fixed placement of tiles -- commented out "float rotRcv = msg.ReadFloat();" in server placement manager. Guess this is WIP?

KEELIN BROKE DAT SHIT

fb292c8c5612e6e5214b96cc981ec36e4f056f22 authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Set server log level back to Information by default.

ce78787067333ca45b5d21e6787d1b0b0eab51ba authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Added Hypoxia effects when there's not enough air, or when player leaves the map bounds. Updated Lidgren.Network to the latest bleeding edge version. Fixed some other shit.

95d82afc3918ca9183e2d2ff1dfc4d81a26aa33e authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Merging the branch back into trunk. I hope.

807d7205d2d6b89da656ad1d3ce0a17c39e40159 authored about 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Last unimportant commit before merge.

0510e47f79b99027d129cd8a5b2dd3924da3bbc6 authored about 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Unfucked draw ordering.

8e2ce22960df83e8e498b9974e313e775e88d936 authored about 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Some more work on the map stuff.

be5f38596cd55a533fdc998b213e490e90822562 authored about 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Lets try this then.

a0c83ecca82a6f26e6b60417fc23e7ab3fc91008 authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Herp derp

a8af678fda4f6fbc5ee0e3bf5625a45553154a07 authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Also this...

400d9e40e36614861bf90922d7ef08fcf88c109e authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Forgot something. Keelin chaingun commits gogogo.

5dbcccdf460d8565191a13109324c3e74d9a03bc authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Just a little safety measure.

64c124268b57a9da2e4be807d2e96ae7bedc53d7 authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Textboxes should really support whitespaces.

9b06b950e0414cd1d86aa851c4edf17c422b64ee authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
And now you can actually edit some stuff.

It's still not perfect and it can only handle basic field types right now.

da1b705ba59bb3be8c7493809014296cd7e0b063 authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Cleaned this up a bit.

44dc1326696aa0acc392e9d5345763cf73fd4226 authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Support for lists.

104d50a4743d54e4e92310e197f7f2c2cebe3097 authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Very simple Entity Prop viewing window.

Middle mouse button on object to open.
Left Mouse button on field to view that field in the windo...

bbc71244557d559268fb31ff233a0fcf333223f6 authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Reverting that dumb render order hack.

228fa596a8cf68a0a997eeb7f753486ccf817552 authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Puddles now Stun(will be changed). Split the Collision manager collision check into 2. One that takes a rectangle as argument and will not call Bump. This should only be used for checking collision without causing anything else to happen directly (placement manager for example).

The other one takes an entity , calls Bump and passes along the bumping entity. This should be us...

1260e0a67df5a8048466acc966333ae7130c2ab5 authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Various small fixes to the UI.

Proper support for flickering lights and shit.
Preliminary support for changing the wall wall-mou...

1511c8823c21c151b196219cad53ef0de8c9ffad authored over 12 years ago by keelin <keelin@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Added esword. CODER ART FTW

cba84febe8a668355b4d59007b8aad9678806cc2 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Bruise pack now works. Added bandages, they stop bleeding. Needs better art.

d6086b83ecff7c84e85ecef66497f876b5de8597 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Updated gorgon libs. Added the new gorgon sound stuff.

6350470432335184a9151014bfa7f757548719d7 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Animation test using After Effects to generate bodies and masked objects oh god does it work?

25f408ca5984e397888ae1b97ca0969454c81efb authored over 12 years ago by synthorange <synthorange@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
fixed inventory being clickable even when it is not open.

d8f915c25d68cc316a3414061977d71a84174fc6 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
lol... something.

8eace14f5d72cdb3578759f1f60b77fade458818 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
tweaked/added sprites. Walls look better, added lightswitch, wall lights updated and have smashed version. Flashlight now has 'off' sprite.

cddf61e0a70549a47d7e5810fca80055a2b2ed56 authored over 12 years ago by supernorn <supernorn@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
health blip now depends on time instead of frame rate.

1488369ce854defca51e8adacdc408e569fb63bd authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
All of the UI components' Update functions now take the elapsed frame time as a float parameter.

87272d6d352048c2e7e3f40e7acee1317accad7f authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
fixed restart

704f5c11b18de45c0681c2a5dc0bc80f0b0c573b authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Added a little test platform.

ddcebe01c4f5baed4ee5d761b9de6a50fc578fd8 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fixed resizing.

76a4c33bc0bedceaa0483018c7f63e738df93f98 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fixed up server config to have all the options. Changed server console title to show frame rate as well as net statistics.

6b3e5385f6f22d8034e747a4c97cfcdf995ac9de authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Reworked some shader shit to batch the lightmap composition.

ab2d4e69c6e2a66f6b79cc9d02d4f497668bab9d authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fixed a light recalculation bug where the shader would get unset for a frame, making the screen flash black.

9128e877f2277b756da593c8ac25c493131f84da authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
working on getting resizing to work properly -- WIP

8fcb89e05209e93128c7d45441890f5c6c016799 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
some lighting code restructuring. Optimized light map composition.

3b6728b910e66f835c2217f9ea61e9787d554d8b authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Wall sprites are now recalculated properly on tile changes. Lighting now recalculates properly on tile changes as well.

27d959a8bc41d43e39c0531f9b2b7f435435d52e authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Added event for detecting map changes. More methods for recalculating lights.

29e3afccb0f665689490a59fa67abf6687871b0e authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
added "ToxinInhalation" status effect -- causes damage over time if the player inhales toxins.

014630e3e84f566a8167ce9fd04f172058c7be11 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
gas data is now sent compressed. With the entire station actively venting into space, it only uses about 2.5k. There's room for improvement -- we can use spatial hashing to only publish updates for nearby cells to players -- or we could break down the map into blocks of 8x8 or so, and only send the atmos data for active chunks. Regardless, it's going to be a metric fuckton better than byond.

0cf254c066ad8c7c078396e0904a0413c0e55f97 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fixed player death on server side a little bit. Converted clientside map array into jagged for better lookup performance. Re-enabled atmos drawing.

262b770e4dada2c09d2780bed154bbcf3ae01506 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fixed crash bugs in ActivateItemInHand stuff.

274b46af1c4e661e3c02af035b8a813c26363847 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Made a framework for post-processing. Added a basic blur effect when the player gets hit in the head. Should probably tie this to status effects.

3ef09ef3d84f954aaef01d99bb5446ab819b3d8a authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
fixed player vision having problems when near a north wall

9849547838081877541ab35ed2446fc82dbb6633 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Added "F" keymap -- activates whatever item is in your active hand.

1bda1049714aba333e50e29dc13c45f0d1103d95 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fixed up that background player occlusion thing to be a nice subtle flavor. It also uses a texture now for less mind-bending pain.

13f316986a836ef71c776eaae66628a5c1917e31 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
ok, its darker

dd01088992f5294a25bf74038cc11d227788157d authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
There, it's less distracting.

c728c22429b7f7917cf2ce4bce37309e4c536e75 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Small fix for occluder drawing -- now it considers only whether tiles are wall or !wall

db631426067e4604787e63628eb1420260b7df5e authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
fuck thats fun

9b7ba94a38f926ed25aebf7b1052871d92d5e1dc authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
A little more occlusion stuff. Fixed the gaussian blur shader. Playing with FoW.

b35168af216550ccd632835182bef0836480d1a0 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Removed blurring from lightmap generation -- now the whole composite lightmap is blurred just before it is blended with the scene.

5b17d5d5a00c9e987c6cf41586a6652facee6305 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Tweaked render loop to remove extra component draw call. Changed renderable components' Render() methods to skip rendering if they are outside the viewable area. Fixed lightmap redrawing on window resize.

67bd9da83ffa77634a87ff00b4aed2d90a3bb8e0 authored over 12 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
chat works better now. Use [ for ooc, : for radio, @ for emote. Local chat is now local to a 512 pixel radius.

7c569bf7a59f38ccc3a06d3e129b83eabf93cb96 authored almost 13 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Flashlights are now useable as weapons. They break after 4 hits.

6afca90f44c4c94fe7366794d8fb1d374a0364f0 authored almost 13 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>
Fixed a small detail with Slave Mover move directions that was causing some weird multiplayer behavior.

529f968a20d981aaf3a965fe2ce16e2af7ac0693 authored almost 13 years ago by spoogemonster <spoogemonster@f2b8f004-7ac4-4a4e-9beb-898cd48add4c>