Extends and reworks how various extended information text (desc_info,
desc_build, desc_upgrades) are handled to make object interactions and
mechanics A.) much more clearly documented in-game and B.) much easier
to support from the back-end.
Almost certainly a candidate for test merge.
Assembly/Disassembly instructions are noticeably sporadic, largely due
to our current lack of a unified framework. That's a future thing I'd
like to attack so that it can be handled programmatically, but for now I
only targeted the biggest culprits as I came across them.
---------
Signed-off-by: Batrachophreno <Batrochophreno@gmail.com>
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.
Don't let the large file size scare you, it's just mostly splitting
stuff into contained sprites and putting them in the correct place.
Anyway, resprites most non-resprited devices in devices.dmi, and puts
them in contained sprites.
Also puts any related /obj/item/device into contained sprites too.
That's basically the long and short of it.
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 <>
Refactored hitby to be in line with TG's version.
Refactored item weight defines to a more clear naming scheme, also in
line with TG's version.
Refactored how the movement bumps are handled, ported signals to handle
them, in preparation for the movement update.
Fixed disposal hit bouncing the hitting atom on the wall.
Items do not push other items anymore if they are tiny.
as title, blueprints have regained their lost functionality of
displaying airlock & vending wire layouts. outpost blueprints don't have
this functionality
Outpost blueprints will now attempt to set z-levels when used if the
z-level list is empty. Previously, if mapped in on pretty much anything
other than an exoplanet ruin, they would initialize before the exoplanet
z-levels were created and fail to register the z-levels.
They will also only display a planet's randomly generated name rather
than the full version with the planet type - e.g "Johnson-Zeta" rather
than "Johnson-Zeta, a barren exoplanet".
Reworks blueprints to use an eye component for area selection and
changing. Blueprints will now work on whichever overmap site they spawn
on if overmap is enabled, though currently they have only been added to
the Horizon.
Adds shuttle-modifying blueprints for altering shuttle areas and
exoplanet outpost blueprints for creating areas on exoplanets. A set of
outpost blueprints and a lockbox containing blueprints for the Horizon's
shuttles have been added to the CE's locker.
Moves eye creation to a component.
Ported from:
https://github.com/NebulaSS13/Nebula/pull/465https://github.com/NebulaSS13/Nebula/pull/564https://github.com/NebulaSS13/Nebula/pull/3046
* SSatlas.current_map
* hardsuit spell tab appears to clear correctly
* sdfsa
* from the moment i understood the weakness of my flesh, it disgusted me
* sdf
* SDQL2 update
* fix that verb
* cl
* fix that
* toworld
* this is pointless
* update info
* siiiiick..
* vv edit update
* fix that
* fix editing vars
* fix VV
* Port the /TG/ globals controller.
* part 1
* part 2
* oops
* part 3
* Hollow Purple
* sadas
* bsbsdb
* muda na agaki ta
* ids 1-15
* 16-31
* 41-75
* bring me back to how things used to be before i lost it all
* the strength of mayhem
* final touches
* cl
* protect some vars
* update sdql2 to use glob
* stuff?
* forgot that is not defined there
* whoops
* observ
* but it never gets better
* a
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* I wanna set the universe on fire
* dfsaaf
* setup
* dir issue?
* dsf
* Perhaps the script
* saf
* cry
* pain
* sdfas
* Try reintroduction of tag-matcher
* Failed
* Tries to suppress dotnet compile warnings
* Like this maybe?
* woopsie
* Damn pathings
* Hate
* Pragmas
* unlint?
* Maybe?
* GDI
* Redundant ifdef removed and changelog
* Did I forgot the tag matcher, or it was still broken?
* Yea no that script is still broken
* Removed tag-matcher as requested
* *sigh*
* test
* bro what?
* hope
* just fixing the input
* Let's see if we catch it...
* Update the codebase to 515.
* edit that
* WHOOPS
* maor
* maybe works
* libcall and shit
* do that too
* remove that
* auxtools isnt updated so get rid of it
* actually remove auxtools lol
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Replaced all the snowflakey shuttle turfs with either /turf/simulated/wall/shuttle or /turf/simulated/floor/shuttle where I could, meaning shuttles are no longer indestructible but they can still take a lot of punishment.
Added a few unsimulated turf variants to use on the cc z-level rather than having to use their simulated counterparts.
Added smooth dark shuttle wall icons and a few more shuttle floor variants by AmoryBlaine.
Fixed the dark shuttle corner blocks from looking weird after transit.
A side effect of removing these shuttle turf types, conjure spells will now work inside of shuttles that used these removed turfs. Could perhaps be readded using areas if needed.
This is part 1 of the stuff from #5771 which will be split up and added in smaller batches beginning with adding the turf types with this pr.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
changes:
Fixed an issue where the incorrect title screen would be loaded.
Renamed the titlescreen states for organization's sake.
Split up Space Station 13 areas.dm into multiple categorized files in maps/_common/areas.
Deleted a few unused areas.
changes:
Maps are no longer compiled in, instead loaded directly from the DMMs at runtime.
Z level defines have been moved from the config to map datums.
Unit tests now use typecaches.
DMMS now actually works.
DMMS has been updated slightly.
DMMS is now capable of loading simple lists of non-text types.
DMMS is now faster when loading many types without mapped in attributes and when loading area instances.
Asteroid generation is now defined on the map datum instead of being hard-coded in SSasteroid.
Holodeck presets are now defined on the map datum.
Atmos machinery now uses Initialize().
changes:
use_check() will now show failure messages to the affected mob by default. It still returns the failure reason & permits disabling of messages via. the show_messages parameter.
Lockers now take 2 seconds to weld or disassemble.
A progress bar is now shown to mobs with the progress bars pref enabled while attempting to break out of welded lockers.
Fixes#3063Fixes#3064
Makes the asteroid area equivalent to the space area: cannot be powered with an APC, an APC cannot be placed there, and blueprints will allow you to create new areas there. Also tick checks a blueprint proc which caused the lag in the first place, just for future reference.
Reposting from PR #2880 because of branches conflict
Finally did find a way to add blueprints to construction cyborg. Engineering cyborg modules are now more related to construct things inside of an area, while construction cyborg is now have all tools which might be needed to create new areas (+APC's, air alarms and such). A bucket and a matter decomplier to a janiborg.
Maint.drones did receive their wires limit being lowered from 30 to 15, wood and plastic dispensers capacity is multiplied by 2, and a standart engi module pack is now contains 45 wire length instead of 30
Updates the DMM Suite from /tg/ upstream, adding the ability to load tgm format maps, tick-checks, and better compatibility with SSatoms / Initialize().
Also adds some framework for random ruin generation, though it is not functional yet.
Also fixed some grammar in the station blueprint code.
Conflicts:
code/game/objects/items/blueprints.dm
code/game/objects/items/devices/uplinks.dm
code/modules/admin/verbs/debug.dm
code/modules/clothing/masks/gasmask.dm
code/modules/detectivework/scanner.dm
code/modules/flufftext/TextFilters.dm
code/modules/mob/living/carbon/human/say.dm
code/modules/mob/living/silicon/ai/say.dm
- Fix for retaliating hostile mobs to not attack itself.
- Grammar fix for goats and cows.
- Fix for malfunction and continuous rounds; which doesn't stop the count down timer when the AI dies.
- Spiderlings won't grow inside vents and spiderlings are much easier to kill, can be shot with a projectile and display a message after dying.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5548 316c924e-a436-60f5-8080-3fe189b3f50e
Committing for S0ldi3rKr4s0 (I hate your name).
Fixes some typos in blueprints.dm, designs.dm, dna_mutations.dm, gift_wrappaper.dm and research.dm.
Gives minerborg some eyes to signify activity (finally)
Made pAI cards need only programming 2.
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5452 316c924e-a436-60f5-8080-3fe189b3f50e