94d92803b4
Replaces our lighting system with CM's. ( #21465 )
...
Depends on #21458 .
Ports https://github.com/cmss13-devs/cmss13/pull/4229 , with the original
authors as:
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/1964 for the
lighting controller (A-lexa)
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/4747 and
https://github.com/tgstation/TerraGov-Marine-Corps/pull/7263 for the
lighting (TiviPlus)
- https://github.com/tgstation/tgstation/pull/54520 for the dir lighting
component
- https://github.com/tgstation/tgstation/pull/75018 for the out of
bounds fix in lighting
- https://github.com/tgstation/TerraGov-Marine-Corps/pull/6678 for the
emissives (TiviPlus)
The main driving reason behind this is that current lighting consumes
way too much processing power, especially for things like odysseys/away
sites where a billion light sources are processing/moving at once and
the game slows down to a crawl. Hopefully this improves the situation by
a good margin, but we will need some testmerging to confirm that.
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/1059ba2b-c0c5-495a-9c76-2d75d0c42bf2 "
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9704b0f6-4cf6-4dfd-a6cb-5702ad07d677 "
/>
- [x] Resolve todos
- [x] Look into open space fuckery (border objects)
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com >
Co-authored-by: JohnWildkins <john.wildkins@gmail.com >
2025-11-04 21:27:42 +00:00
RustingWithYou and GitHub
d0e3da103e
Premade exosuits now spawn with power cores ( #19503 )
...
Premade exosuits weren't spawning with power cores, which meant that
mapped-in mechs off the Horizon were effectively unusable. All premade
mechs will now spawn with an appropriate power core.
2024-06-21 05:35:14 +00:00
naut and GitHub
37d7bda9d1
The Xanu Frigate ( #18516 )
...
WIP.
Adds the All-Xanu Spacefleet Shrike-class frigate, a comparatively
colossal warship in service with Xanu Prime's navy. Built for combat, it
has a myriad of features designed to make it stand toe-to-toe against
most enemy combatants.
It features:
- Separate navigation bridge and CIC, a la the Horizon's command bunker.
The CIC has its own air and power supply.
- Redundant thruster nacelles; even if one nacelle is destroyed, the
ship can continue operating on a single one.
- Two fusion reactors. The power required by this thing is just that
huge.
- Thiccccc armor plating and whipple shields made of grating to protect
against meteor and dust strikes.
- A Longbow and Grauwolf.
- A fightercraft shuttle, with a Francisca.
- A boarding shuttle.
- Fully-stocked medbay with operating room.
- A brig.
The ghostrole capacity for this is 7 (6 crew + 1 captain), but has
capacity for all the way up to 15 (14 crew + 1 captain) during events.
The intended purpose of this frigate is twofold: a reduced-power
"patrol" configuration for light skirmishes, and a full-armament
"battle" configuration so that the frigate can act as an offship ERT in
case the Horizon gets into trouble, either against another party or
against the Coalition. If used in its battle configuration it can
support 15 crew at full capacity.
<details>
<summary>Screenshots</summary>








</details>
2024-04-14 12:11:08 +00:00
f1eedbe976
Keep Our Light Of Liberty Shining - The TCAF Corvette ( #18091 )
...
* tcaf ship
tweakin
gghuhgh
yeah
we're so back
access rename
yeah??
ghostroles
tcfl repath
yeah
voidsuits
access fix
guns, guns, and more guns
* guns, guns, and more guns (ok just one gun)
* Update code/modules/projectiles/guns/energy/blaster.dm
Co-authored-by: Geeves <ggrobler447@gmail.com >
* Update code/game/objects/structures/crates_lockers/crates/gear_loadout.dm
Co-authored-by: Geeves <ggrobler447@gmail.com >
* addresses requested changes
* ghgh
* hghghgh
* the same fixes, but uncorrupted
---------
Co-authored-by: Geeves <ggrobler447@gmail.com >
2024-01-09 16:28:30 +00:00
Geeves and GitHub
d8ccc6b32b
Mech Power Changes ( #17443 )
2023-12-06 19:11:46 +00:00
Fluffy and GitHub
c25c8b6a37
Last editorconfig fixup ( #17782 )
...
* one
* two
* three
* fsdsdf
2023-11-20 18:22:42 +00:00
Geeves and GitHub
7efa56ad4b
Mecha Combat Repath ( #11267 )
2021-02-27 13:55:45 +01:00
fernerr and GitHub
bbd6f2a41f
Fixes premade combat mechs spawning without weapons ( #10611 )
2020-11-21 12:30:19 -03:00
kyres1 and GitHub
87ac8edc07
Resprites mechs, adds a few new things ( #9950 )
2020-09-13 02:03:59 -03:00
mikomyazaki and GitHub
4de53f1d56
Replaced all instances of armour/armoury with armor/armory ( #9593 )
2020-08-06 20:57:30 +02:00
Geeves and GitHub
95613ebf6b
Some Mech Things ( #8256 )
...
Redoes how mechs assign their bodyparts and hardpoints. Should be much easier to make new mechs now, mechs can also now handle having children. Bless.
Created the backbone for having a mounted autolathe, however it needs a mech_equipment sprite, and a new GUI, which isn't something I'm capable of doing.
2020-02-16 19:48:44 +02:00
Geeves and Werner
931d56672a
Uplink Revamp ( #7974 )
2020-01-15 18:28:11 +01:00
Alberyk and Matt Atlas
04aeeab4fc
Adds running over people with mechs ( #7791 )
...
Walking over someone lying on the floor with mechs will now hurt them. Damage is based on the legs.
Also, removed some baylore references to the mech parts, and made so that mechs can push mobs around.
2019-12-29 22:02:06 +01:00
Mykhailo Bykhovtsev and Erki
8c1e92edcd
Fixing Mechs more. The fight between armor and armour ( #7723 )
...
The armour and armor again strikes:
Apparently original Mech port PR has overridden borg's armor definition and was using it. This fixes it by making mech's armor a child of borg's armor instead.
renames borg's armour to armor references.
Mech's melee damage has been increased. It depends on manipulator type. Light: 15, Regular: 20, Combat 30, Heavy: 50. Fixes #7665
Adds missed check in mech's destroy proc
2019-12-19 21:41:23 +02:00
Mykhailo Bykhovtsev and Erki
a4a6fb5f03
Lots of fixes for Mechs ( #7692 )
...
Spent lots of time and lots of changes to fix issues:
bugfix: "Mechs no longer runtime during destroy call."
bugfix: "Turrets and NPCS no longer target empty mechs."
bugfix: "Mechs no longer runtime during armor check. Mechs now use their armor and values for it. Before it would ignore them entirely and deal 100% damage."
Added ismech() define and also QDEL_NULL_LIST() define from TG. Matt's suggestion
renamed any armour references in mech code to armor to keep it consistent
2019-12-17 17:28:31 +02:00
fernerr and Werner
06b9d15ee8
Adds some new mech weaponry for the legion, changes the way mech decals are applied ( #7534 )
2019-12-03 18:35:14 +01:00
Alberyk and Erki
0fded6e656
Fixes some exosuit stuff ( #7511 )
...
-fixes some premade exosuits not getting their gear
-fixes some code using new instead of initialize
-removes some unused code
2019-11-26 09:53:17 +02:00
SueTheCake and Erki
d6aa37a32e
mech power fixes ( #7510 )
2019-11-26 09:46:47 +02:00
SueTheCake and Werner
84794c6e65
Mechs 3: Electric Boogaloo ( #7486 )
2019-11-25 23:04:19 +01:00