16 Commits

Author SHA1 Message Date
VMSolidus 201592f6bd Mob Destroy Refactoring (#22573)
Refactoring the entire destroy proc path from Mob Human all the way down
to Atom while trying to find the causes for the damn mob human hard
deletes. This PR comprehensively reorganizes every single stray
snowflake var used by /atom/ all the way to /mob/living/carbon/human,
and makes sure that every var that COULD store a reference, is now
cleared during the entirety of the Mob Destroy() parent hierarchy.

This may very well be the end of the lag war. 

In total, I've hunted down and cleared 39 hanging references between
/atom and /mob/living/carbon/human

---------

Signed-off-by: VMSolidus <evilexecutive@gmail.com>
2026-06-03 15:15:56 +00:00
Batrachophreno 4ecb0bc21c Repath obj/machinery to obj/structure/machinery [MDB Ignore] (#22500)
Repaths obj/machinery to obj/structure/machinery. **Note for
reviewers:** the only meaningful changed code exists within
**code/game/objects/structures.dm** and
**code/game/objects/structures/_machinery.dm**, largely concerning
damage procs. With the exception of moving airlock defines to their own
file, ALL OTHER CHANGES ARE STRICTLY PATH CHANGES.

Objects, _categorically_, are largely divided between those you can hold
in your hand/inventory and those you can't. Machinery objects are
already subtypes of Structures behaviorally, this PR just makes their
pathing reflect that, and allows for future work (tool actions, more
health/destruction functionality) to be developed without unnecessary
code duplication.

I have tested this PR by loading up the Horizon and dismantling various
machines and structures with tools, shooting guns of various types
throughout the ship, and detonating a bunch of explosions throughout the
ship.
2026-05-26 19:35:48 +00:00
Casper3667 9b8ebf7e4a Updates the health analyzer TGUI to be prettier (#22498)
This fixes a few minor bugs for non-handheld health analyzers, as well
as updating the UI for them to be prettier.
<img width="521" height="823" alt="image"
src="https://github.com/user-attachments/assets/f0c121f1-e84c-4615-b4c5-1ec1f6620222"
/>
2026-05-26 17:57:40 +00:00
Casper3667 95dac4990d Updates the health analyzer to use TGUI (#22421)
- rscadd: "Health analyzers now use a TGUI instead of outputting to the
chat."
- rscadd: "The handheld health analyzer now take 1.5 seconds to scan a
person."
- rscadd: "It is now possible to pull up the last scan on the handheld
health analyzer."
- rscdel: "It is no longer possible to switch limb mode on the handheld
health analyzer."

Beyond the above, device levels were added, primarily as a concept
though it is not implemented in full, so all the ingame health analyzers
still show the same data as before.

<img width="520" height="620" alt="image"
src="https://github.com/user-attachments/assets/b718300b-b377-4e1f-82ab-4d4d73560e34"
/>
<img width="520" height="620" alt="image"
src="https://github.com/user-attachments/assets/cbe2236e-4eca-4ab1-9dea-9fc058933e0f"
/>
<img width="520" height="620" alt="image"
src="https://github.com/user-attachments/assets/84010edb-867e-4062-a6ec-d2629e2fa625"
/>
<img width="520" height="620" alt="image"
src="https://github.com/user-attachments/assets/8b1b85d4-3a53-46c3-b63e-1e78d5797176"
/>
2026-05-18 21:46:09 +00:00
VMSolidus b383b8799e Another Observer Hard Del Fix (#22284)
Another and hopefully my last fix for the Observer hard dels. This
probably but might not also clear the Storyteller harddel since they're
an observer child. But I dunno. I have actually tested this.

<img width="670" height="435" alt="image"
src="https://github.com/user-attachments/assets/41e75448-211d-429b-b694-43b9d025e996"
/>
2026-04-19 05:28:57 +00:00
VMSolidus 2af48cf40e fix observer hard del (#22165)
The Planemasters Update gave observers a hud reference to store, but no
Destroy() method was added for them to clear this reference when
despawning, which caused a hard del. Pretty simple fix.
2026-04-07 20:40:58 +00:00
AlaunusLux 24adc2268b Various player greimorian fixes, gives greimorian queen an attack reach of two (#21166)
Most of these are self explanatory. Servants should be able to see in
the dark. They should not speak TCB. The user should get feedback if a
skill fails. The icon state shouldn't be set to resting if the simple
mob AI will take back over (which it does), though I'm not a huge fan of
the way I solved that one - should it be a more generic var like
`should_not_sleep` on simple mobs? Then it would need a typecast as
well.

The first big change here is removing `environment_smash` from the
`attack_generic` proc. As far as I can tell, this variable is almost
entirely deprecated. I only saw one check relying on it, in
`/obj/structure/closet/statue/attack_generic(var/mob/user, damage,
attacktext, environment_smash)`, but when I tried to spawn one it was
invisible, so I assume that is also something that is mostly deprecated.
As such, I removed the variable from the function call, lining its
arguments back up with what the function is expecting. Maybe I should've
done named arguments here, but given that there's only that one function
that expects it, I just removed it.

The second big change is giving the Greimorian Queen reach on its melee
attacks. I was mostly trying to fix the case where the queen can't
attack a mob to its north, due to the mob being covered by the queen's
icon. Attacking two tiles away looks fine when the queen is facing
north, but facing south it looks not great. Directly East and West are
usually okay, though it depends exactly which tile is being attacked.

I did also duplicate a function, which I'm not a fan of. Perhaps
`attack_can_reach` should be made more generic. Let me know the best
place to do that, if so.

I'm not completely sold on adding the reach in its current form: Aside
from the top center 3 and the two furthest east and west, it reaches way
too far without good visual feedback that it can/is doing so, especially
the bottom ones and corners.


https://github.com/user-attachments/assets/a2b95cee-fe2d-4bc6-bf43-2e5b6e2e8f86
2026-02-05 11:33:56 +00:00
Matt Atlas 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
Matt Atlas cca0dfe7b6 Ports /tg/ and CM planemasters to replace our renderers. (#21458)
Part one of our nefarious plans to destroy lag forever, and also
accomplish some cool shit.

This replaces our renderer system with plane masters, this will also be
used to turn skyboxes into backdrops and thus totally remove skybox
updating lag. Additionally, this will let us manipulate entire planes
very easily to do all sorts of zany shit. All credit goes to the
original coders, this is some seriously cool stuff.

Also fixes some bizarre smoothing behaviour, reduces updateoverlays
calls since now not every single structure in the game tries smoothing
with nothing.

<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/9b7cecd7-3c47-448b-9dd8-9b904640bf82"
/>
<img width="1349" height="1349" alt="image"
src="https://github.com/user-attachments/assets/647d75a2-1bff-45ca-ab92-0aea10631afd"
/>

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-10-16 11:39:15 +00:00
Matt Atlas d7706ece53 Bug fixes, init signals for mobs, density updates. (#21108)
1. Look up now follows your mob (no more auto-removal when you move,
only when you go below a solid tile). Maybe add a hotkey?
2. Made the codebase work with the latest version of spacemandmm lint.
3. Advanced kits don't work on robotic limbs.
4. Density shifting should now always use set_density. Ported
TRAIT_UNDENSE from CM to better control the density of living mobs.
Fixes weird shifting behaviour with wall leaning -- what was happening
is that mob density was getting reset to TRUE because the mob wasn't
lying down.
5. TGUI say light prefs actually save.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-08-06 10:18:14 +00:00
Fluffy 3185c10cf1 516 internal links (#20428)
Convert all (appropriate) links to use the required `byond://` for 516

Added a grep to detect incompatible ones
2025-02-20 22:54:10 +00:00
Fluffy 7265630dde Turn more unmanaged global vars into GLOB (#20446)
Turned a ton of unmanaged globals into managed globals.
Refactored some UT output.
Removed some unused things, including vars.
Added a test to ensure people don't keep adding new unmanaged vars.
2025-02-17 23:34:02 +00:00
Matt Atlas eb3bc19014 A lot of bugfixes. (#20358)
- bugfix: "Fixed PDAs not being automatically updated by the Force
Change Name admin action."
- bugfix: "Announcements from non-Horizon ships drifting into hazards no
longer spawn observer chat. You will only get the announcements if you
are on the same z-level. The Horizon will still send its announcements
globally."
  - bugfix: "Offships no longer send newscaster announcements."
  - bugfix: "Fixed ling stings not working. Again."
- bugfix: "The robotics core console no longer reverts into a normal R&D
console when disassembled and reassembled."
- bugfix: "The robotics core console now has its own circuit that can be
made through R&D."
- bugfix: "Fixed the message that simple mobs print when they step on a
trap."
  - bugfix: "Fixed the foam sword sprite."
  - bugfix: "Fixed damaged wall overlays."
  - bugfix: "Fixed the INDRA field getting messed up by pointing at it."
  - bugfix: "Apple pies now count for the pie bounty."
- bugfix: "Changeling chameleon claws no longer spawn in the warehouse."
  - bugfix: "Admin click-drag to possess has been fixed."
- bugfix: "Added a minimum damage threshold to delimb, in order to stops
ridiculously small damage from taking off limbs. The threshold is the
organ's max damage divided by 3."
  - bugfix: "The Pull psionic ability no longer pulls anchored objects."

Fixes #17739
Fixes #17369
Fixes #19535
Fixes #19166
Fixes #20184
Fixes #20165
Fixes #20164
Fixes #20117
Fixes #19961
Fixes #20231
Fixes #20277
Fixes #20346

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
2025-01-13 22:13:44 +00:00
Fluffy be92376296 Verbs subsystem (#20333)
What it says on the can; now we can better compensate for processing
spikes by queueing and accounting for verb times (assuming we actually
use this framework to invoke the bulk of them). I have added its use to
some of them, more can be ported as time goes on, eventually everything
but the most trivial ones should go through this.

No player facing changes. Hopefully.

Praise be the omnissiah.
2025-01-13 12:17:37 +00:00
Fluffy df014f9bc0 Mouse drop refactor (#20256)
Refactored mousedrag procs, added signals, some safeguards, did some
cleanups around, renamed them to make a little more sense. Mostly put in
line with TG's code.
Fast clicking and releasing with a drag, depending on the grace period
and how fast it is done, can be counted as clicks, to aid in combat
scenarios where you spamclick.
2024-12-26 14:26:32 +00:00
Matt Atlas 1da20ad33f Adds the Odyssey gamemode. (#18972)
https://forums.aurorastation.org/topic/20198-mission-briefing-auroras-gamemode-revolution

To-do:

- [x] Finish storyteller verbs.
- [x] Storyteller landmarks.
- [x] Proper storyteller spawning. Right now the gamemode system is
happy with just picking one storyteller and no actors.
- [x] Antagonist whitelists code.
- [x] Adding the Storyteller whitelist.
- [x] Mission map loading code.
- [x] Map in a bunch of missions.
- [ ] Storyteller adminhelps.

---------

Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: DreamySkrell <>
2024-11-26 20:18:43 +00:00