This has zero reason to exist in our code base. We have no procs or
variables tied to this. I removed it to make future modifications
cleaner.
---------
Signed-off-by: Cody Brittain <1779662+Generalcamo@users.noreply.github.com>
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"
/>
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Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Gives cult constructs natural armor, and increases their health.
We had a cult round recently and everyone whom i talked to about it
unanimously agreed cult constructs are too squishy as they are, with
them being undertuned for modern aurora damage. So they have been given
some natural armor and their health has been increased across the board.
If any of my numbers seem over or undertuned feel free to mention it and
ill change them.
---------
Signed-off-by: UltraBigRat <111320234+UltraBigRat@users.noreply.github.com>
Co-authored-by: Big Rat <lienesica@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.
Refactored the attack proc signature.
Added signals and components for the attack proc.
Added signals and components for the attackby proc.
Adjusted some leftover attackby procs signatures.
Added grep test to ensure people don't keep adding attack/attackby procs
with the wrong signature.
Refactored the projectile code, mostly in line with TG's now.
Refactored various procs that are used or depends on it.
Projectiles can now ricochet if enabled to.
Damage falloffs with distance.
Homing projectiles can now have accuracy falloff with distance.
Projectiles have a maximum range.
Muzzle flash is configurable per projectile.
Impact effect of the projectile is configurable per projectile.
Accuracy decreases with distance.
Projectiles work with signals and emits them, for easy hooking up from
other parts of the code.
Meatshielding is now less effective .
Impact sound is now configurable per projectile.
High risk.
Refactored all the builtin text procs to use string interpolation
instead.
Added a linting for the above.
This is based on, and should only be merged after, #19847
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.
Refactored Life() to receive seconds per tick and times fired as
parameters.
Life() now cannot be slept in, turned various sleepings into async calls
procs.
Optimized mob AI subsystems, gave them new priorities levels and flags.
Grab upgrades are now elaborated asynchronously, tweaked them to avoid
stacking multiple upgrades.
Fixed plains tyrants keeping sending messages about stomping even if
dead.
Our SSOverlays system is outdated, and is likely the cause of many of
the issues seen in #18895. It has also been linked to a massive server
performance decrease.
This brings an updated system from Baystation, hopefully with speed
increases.
Should be testmerged, ideally with #18895.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Part 2 of the PR series to bring /tg/'s and bay's plane masters to
Aurora, the lack of which is blocking several features we want.
This ports over the easier to understand Bay version of plane masters,
which is detailed in the relevant readme file in the code. Example
effect code for a warp effect is also in, which has been implemented for
gravity catapults.
Relies on #18741
---------
Signed-off-by: Matt Atlas <mattiathebest2000@hotmail.it>
Co-authored-by: Cody Brittain <cbrittain10@live.com>
Co-authored-by: Matt Atlas <mattiathebest2000@hotmail.it>
Allows renaming most animals, both simple animals as well as monkeys and their alien equivalents.
Since animal pathing is wild with regards to things like goats and guard dogs being under the hostile path, had to add a var for hostile animals to allow renaming without repeating a bunch of code.
changes:
rscadd: "Ported a new chat system, Goonchat, that allows for cool things like changing font style, size, spacing, highlighting up to 5 strings in the chat, and DARK MODE."
rscadd: "Repeated chat messages can now get compacted. You can disable this in goonchat settings."
rscadd: "You can change icon style to any font on your system."
tweak: "The game window has been altered a bit to adjust for this."
rscdel: "Removed skin style prefs as they are no longer used."
update_icons(), UpdateIcon() and updateicon() are now changed to be update_icon().
Many interactions expect a target to have an update_icon(), so they should all be the same.
Also fixed some stuff that was using relative pathing, along the way.
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().
Removes the phantom global definitions that Fowl found.
Fixes:
Game log in GELF not logging proper target.
Pylon attacks not detecting the actual firer of a damaging bullet.
A message in the mixer cooking machine.
A message in airbubbles.
A use_check sanity check in landmines.
Some messages in psych therapy code.
A view() checkk in psych therapy code.
CCIA being unable to announce incoming faxes in some circumstances.
Language whitelists potentially checking the whitelists of the last person to throw a tray in addition to the pref mob.
Fixes some messages/sounds with some custom items.
Fixes a message with digging into the asteroid.
Fixes electrocution code not properly checking for absurdly long hair.
Fixes a broken message in devour.
Fixes a targeting issue with player-controlled hostile ranged mobs.
Fixes failure behavior for modular RnD guns.
Fixes an intent safety check on gun aim.
Fixes the Harvester knock spell potentially not working.