* after dark
* FIXES
* breakin
* butt
* Update code/game/objects/items/devices/floor_painter.dm
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* Update code/game/objects/items/devices/floor_painter.dm
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* Update code/game/objects/structures/lattice.dm
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
* testing 1
* a
* FUCK THIS PRESET!!!
* allah
* OTEMACHI
* tis' done
* Project Exorcism : Sneed's Snairs (Formerly Chuck's)
* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm
* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm
* Update stools.dm
* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm
* Update code/game/objects/structures/stool_bed_chair_nest/stools.dm
* Update stools.dm
* Update chairs.dm
* Update code/game/objects/structures/stool_bed_chair_nest/chairs.dm
* inhand fixes
* airlocks (matt has cooked)
fuck
* my cody plays the mamba
* fuck
* fixes layering issue
* airlocks and everything else Please fucking kill me
* underlays
* unfuck blending
* finished replacing old ass shit
* your ass is geass
* conflicts die now
* public fat'wa
* progress on walls and windows
* more mapping
* baltimore accents be like
* minor progress
* monitors
* fire alarms and apc adjustments
* apcs pixel adjustments, final airlock look
* also grilles
* shuttle wall start plus shuttle windows
* starting consoles
* table outlines
* I love broke ass sprites
* fixing the stupid ass exterior walls
* light fuckery
* terminal directionals, external airlocks, table fixes, blahblahblah
* fix 1
* fix 2
* some more fixes
* fix chairs
* basic untested railings and updating colors from atteria
* bridge and some fixes
* removing some artifacts on the new walls
* breaking wood tables and adding 4 wall materials
* fix
* compile & wood fixes
* make the horizon compile again
* railings, firedoors, ATMs, intercomms and tables again
* mapping begins also some tweaks to map view of icons
* full tile steel walls
* i sure hope nothing bad happens
* airlock updates (untested)
* reverts most wall machinery
* skull
* wall coloring
* makes the tg wood chill out
* work on airlocks
* hull consistency
* cause you live forever in the lights you make
* whoops can't show that in a christian manga
* terminals should be on walls and everything's hunky dory now
also i changed the wood stuff as per atteria's suggestion
* fixing airlocks
* fixes
* window resprite, coloring adjustments
* scc hull resprite
* new grilles, frame edits, and borosilicate
* greyscale wood palette improvement
* shuttle windows
* window frame fix
* apc update
* refit and reshaded fire alarms
* mapping icon fixes
* table fixes
* map fixes, platforms and stairs
* updates cutter, new walls and terminals
* mapping fixes
* fix preview
* preview fix stone
* stairs
* initial work for the map
* railing and windowpane fuckery
* new external airlocks
* a
* fix the maps in preparation
* wall object pixel offsets
* air alarms D1
* extinguisher cabinets
* APC DESTROYED MISSION ACCOMPLISHED GOOD WORK
* deck 3: floor decals, APCs, air alarms, fire extinguisher cabinets
* deck 3: fireaxe cabinet
* /shuttle_landmark/distress/blue, move base_turf from map to obj def
* intercom presets
* formatting
* deck 1: floor decals
* deck 2: named area fix (LMAO), signs to use single quotes
* deck 2: floor decals, APCs, air alarms, fire extinguisher cabinets, fireaxe cabinets
* Platforms and stairs!
* grates and bugfixes
* Angled ship walls + grate color fix
* corrects apc anim overlay
* deck 2 and away site fixes
# Conflicts:
# maps/sccv_horizon/sccv_horizon-2_deck_2.dmm
* deck 2 missing grate
* warning stripes
* railings and ledges
* windows and fixtures
* windoorsagain
* airlocks pt1
* windows de-seamed and transparent
* airlocks and pixel offsets
* fixes for airlocks
* more airlock fixes
* presets for ringer, request console and newscaster
* 132
* asfsaf
* kitchen tiling
* thicker freezer tile bevels
* More angled walls
* New shutters and blast doors
* directional corrections
* ops railing fixes
* updated window map things and shutters
* value changes and blast door changes
* Ledges and platforms galore (D2/D3)
* all decks: fix door dirs
* all decks: newscasters, intercoms, requests consoles, ringer consoles
* helm light blue decals to dark blue
* supermatter door dir fix
* fix directional presets (dirs/offsets): newscaster, intercom, requests console, ringer console
* firedoor changes
* deck 3: overlapping wall mountables fixes
* map changes
* airlock changes
* map tweaks
* airlock & stair icons
* various mapping modifications
* Double airlocks + fixing denied states + fixing airlocks on all levels
* Rebase
* directional terminals buttons and lights again, platform tweaks
terminal north facing sprites, atm/food terminal directionals
proper door control and lightswitch directionals (presets still need to be set up, mapping)
re-adds new light tube sprites, again
new sprites for floor lights and the other stuff that got added
adjusted platforms to be recolorable, added light and dark versions, fixed some shading
* missing ERT outfit thingy fix
* floor lights fixed
* deck 3: various small fixes
* deck 1: various small fixes
* deck 2: various small fixes
* fixes
* d2 fixes & multitile door fix
* d2 fixes, remove unused airlock files, button icon fixes, window icon fixes
* make it actually compile, oops!
* make it actually compile, pt2
* CE office camera
* pew pew pew
* pew pew pew 2
* fixes
* deck 3: buttons fixes
* deck 3: button and other fixes
* deck 3: fixes and stuff
* D1 fixes & skrell airlocks
* minor D2 tweaks
* a lot of airlock-related fixes, glass tables, paint sprayer fixes, decal fixes, changelog
* maintenance hatch sprites
* fixing double doors
* flips multi-tiles, fixes multi-tiles, adds desk windoors
* new plastic flaps
* deck 2: a few buttons
* side + middle doors
* created paths for 3-tiles doors
* apply to map the 3 tiles airlocks
* some fixes, windoor alpha
* remove this random ass potted plant
* more map fixes
* holodeck disposal pipe fix
* secure airlock sprites
no code or obj definitions yet
* vault airlock
* vault door fixes
* scc window alpha
* adjusts double door glass, firedoor open state
* adjusts construction states for doors
* remove some defunct icons and fix anims
* assembly stuff
* pharma fixes
* vault door dir
* firedoor smart generation moved to its own proc
* lift doors, d1 fixes
* firedoor smart generation: adjacent wall check
* firedoor smart generation: adjacent firedoor check
* all decks: missing firedoor and other fixes
* deck 2: weird maint stairs fix
* oops
* diona airlock fix
* the shuttle wall gigadeath
* fixes
* some fixes for leftover map item paths, and double lattices
* new diona walls
* more fixes
* and more
* deck 1: fix out of bounds keys
* deck 3: fix out of bounds keys
* runtime 3: duplicate APCs fix
* all decks: make all 3 tile wide doors glass
---------
Co-authored-by: Wezzy <wowzewow@gmail.com>
Co-authored-by: Wowzewow (Wezzy) <42310821+alsoandanswer@users.noreply.github.com>
Co-authored-by: Cody Brittain <cbrittain10@yahoo.com>
Co-authored-by: kyres1 <noodle.buster31@gmail.com>
Co-authored-by: Matt Atlas <liermattia@gmail.com>
Co-authored-by: atteria <tarkona@protonmail.com>
Co-authored-by: Fluffy <65877598+FluffyGhoster@users.noreply.github.com>
Co-authored-by: DreamySkrell <107256943+DreamySkrell@users.noreply.github.com>
Co-authored-by: naut <nautilussplat@gmail.com>
Co-authored-by: naut <55491249+nauticall@users.noreply.github.com>
Ported the clickcatcher from tg/bay. You can now click black spots to turn. Isn't that handy, especially with vision cones.
Reworked fullscreen overlays into an easier and better system, courtesy of PsiOmegaDelta.
Similiarly, added fadeout animations to all pain overlays, plus unconsciousness.
Fixed the vampire frenzy overlay never showing.
Unconsciousness is now FULL darkness.
Flashing mobs is now an inbuilt proc.
Ports Baystation12/Baystation12#19992 and Baystation12/Baystation12#27266.
Added a personal shield device to the traitor tools uplink.
Added a radiant shielding aura spell to Battlemage and Cleric.
Added an exosuit shield drone to the mechfab.
This works, but I'm not entirely happy with the sprites. The personal shield has no on-mob shimmer, it uses a mindbatterer grenade as an icon sprite. The wizard radiant spell uses a pretty big and janky sprite as an on-mob, and the exosuit's shield sprite doesn't follow the dir the mech faces, but that one I can maybe fix on my own. If anyone knows about that last one, lemme know, Bay had code for it that we do not.
Ports (and adjusts) Baystation12/Baystation12#12521 et al. Essentially brings our visualnet code up to the standard of three years ago, rather than five.
Side effects of merging may include but are not limited to loss of AI vision, helmet camera failure, garbage collection implosion, infinite turf loops, and unintended layer shenanigans.
High-level changes:
Overall, visualnet/chunk procs have been renamed and refactored to be clear as to their function.
Fix some layering issues related to magic numbers, these have been set to constants.
Visualnets now track source movement rather than overriding individual mob/obj procs.
Adds obfuscation underlay to complicate memory fudging to remove camera static.
Cameras now only add themselves to the cameranet if they're on open (non-restricted) networks.
Helmet cameras now use cameras themselves rather than network defines.
Adds a sorted object list insertion helper.
The Camera MIU (presently unused) should now function properly.
Unused cultnet / cult mask deleted because refactoring that would likely kill the few brain cells I have left
changes:
Bidirectional source Z-lights have been reverted to single-direction in favor of corner z-bleed.
Z-mimic turfs will now average their light level with their mimiced turf to better approximate Z-lighting.
Openspaces have been made significantly less dark.
Corners no longer incorrectly always take the instant update pathway.
MultiZ helpers are now macros.
More things now properly respect area dynamic lighting settings.
* Replace SSingulo with SScalamity; processing cleanup
- SScalamity now handles blobs as well as singularity-types.
- Processing subtypes have been simplified to not require a stop_processing definition.
* this is probably important
* Remove cascade disabling SSgarbage
* Fixed a bug where dust() did not qdel the target mob
* Misc fixes
* Fix decals surviving break-to-plating
* Subsystem flag tweaks
* Apparently subsystems are new'd before config is.
* Fix paper icons
* Speculative fix for insane lag
* Better machinery stat
* Make organs not use SSoverlay
* Misc bugfixes & tweaks
* Nightmode fixes
* Changelog for SMC
* Port /tg/'s improved MC crash handling
* Add some more SS Recover() procs
* supply_controller -> SScargo
* More New() -> Initialize()
* pAI and robot construction overlays
* Fix cargo unit tests
* Merge the DMM Suite's atom/New() into atoms_init
* Lighting pre-baking
* Lighting initialization logging
* Fix some bad SS init orders
* Fix SSlighting logging; rename Processes to MC
* Speculative fix for insane GC lag
* Prebaked openturf/icon_smooth & fix lighting prebake
* SS init status; SSatoms LATEQDEL
* Fix bug with MC init stat panel
* Fix parallax
* Misc
* Ignore SS_NO_DISPLAY during init
* apparently this is important
* REEEEEE
* Image GC fixes; broadcaster radio-new sanity
* RCON Cleanup
* Move pAI recruiter into subsystem
* Move global solars list into sun subsystem
* Make chickens not use a global
* Demote SSdisposals to SS_BACKGROUND; garbage-debug cleanup
* Speed up space init a little
* Fix bad timer flags on floor drying
* Subsystem panic-restart verb for mins
* Explosion speedup
* Minor subsystem & MC logging tweaks
* SSopenturf improvements
* Make pipenet actually initialize (whoops)
* Minor tweaks
* Implement lighting rounding
* comments are hard okay
* Minor lattice tweaks
* Fix some timer issues & better closet init
* Timer sanity
* Request console tweaks + Storage init sanity
* Minor SSmachiner RCON improvements
* Further reduce world-start timer count
* Standardize subsystem logging
* Garbage hard delete profiling from /tg/
* Timer hang detection & recovery
* Log machines that sleep in process() and fuck up SSmachinery
* Fix an issue with external airlocks sleeping in process()
* Failsafe logging
* Minor tweaks
* Revert "Request console tweaks + Storage init sanity"
This reverts commit 98d3579e35.
* Re-implement RC changes
* Fix SQL FT saving
* Fix SSmachinery sleep in disposals
* Minor SS tweaks
* Paper fixes
* Blood drying fixes
* Merge gameticker and SSticker
* Minor global list init cleanup
* Lagcheck biogenerator & bags
* Tweak SScargo init order; RIG Initialize()
* Caching tweaks
* Remove rogue comma
* Initialize fixes
* Lighting destroy cleanup
* Fix emagging airlocks
* Initial SSicon implementation
* Tweaks & Fixes
* Fire + Air alarm queued icon updates
* Overlays + Queued icon cleanup
* Runtime & background fixes
* Kill some meaningless set statements
* Kill some image qdels
* Bump up lighting rounding val
* Fix adv. scanner destroy runtimes
* Remove unneeded icon update limiting
* Move icon smoothing into helpers
* Show a warning if DM 510 compiles without memory leak hack enabled
* Re-organize subsystems & MC defines a little
* Airlock SFX
* Log of Changes
* Make SSicon_update disable itself when not doing anything
* Fix respawn verb runtime when used early in server-init
* Add more information to MC's stat_entry()
* Replace direct refernces to gcDestroyed with QDEL* macros
* plant_controller -> SSplants
* More plant tweaks
* Add more humor to changelog
* Move parallax globals into SSparallax
* Lighting responsiveness tweaks
* Fix parallax init order & better MC init panel stat
* Make mobs GC
* More overlays + Remove intercom spawn()
* SSfast_process; make pinpointers not use spawn-recursion to process
Also made the SM Cascade beach process with SSprocessing instead of a spawn loop.
* Update changelog
* Mob GC tweaks
* Del() cleanup
* Fix insomniac ZAS connection edges
* Minor pAI cleanup
* Convert more things to SSoverlay; fix duplicated overlay in field gens
* SM Bluespace turf tweaks
* Update SSgarbage debug globals list
* Human-type qdel tweaks
* Subsystem suspension; stat_entry improvements
* SQL Statistics cleanup
* Fix runtimes with ambrosia
* More disable() -> suspend(); fix nightmode again
* Human qdel fix; minor tweaks
* Update turbolift to work with StonedMC
* Make lifts use timers instead of a subsystem
* Make SSassets start earlier
* Convert the radio controller into a subsystem
* Fix some missing CHECK_TICKs in asteroid generation
* MC stat tweaks; make shouldnt_see a typecache
* Kill some redundant debug-controller entries
* radio_controller -> SSradio
* Better SSgarbage hard-del logging from /tg/ upstream
* Logging tweaks + GELF
* Misc client caching improvements
* Slime SSoverlay
* Oven icon fixes
* Implant fixes
- Death implants will no longer spam Common on death of user.
- Death implants should handle a deleted user better.
* Holder tweaks + Welding tool Initialize()
* Fix some bad subsystem logging
* Fix suit cooling units spawning without cells
* Starlight tweaks
* Gibber infinite gib fix
* More SSoverlay stuff
* Make crates use CUT_OVERLAY_IN
* Make SSarrivals suspend instead of disable
* Make openturf use split/phased tick checks
* Speculative fix for unwet timer runtimes
* Blood overlay tweaks/fixes
* Update crusher to play nice with SMC + SSoverlay
* Openturf improvements and fixes
* Minor turbolift tweaks
* Lighting performance improvements + ChangeTurf tweaks
* this is probably important
* Fix wall weld noises on changeturf
* More ChangeTurf tweaks
* Explosion tweaks
* Pre-game lobby tweaks
* Openturf tweaks
* Prevent admins from starting the game before init finishes
* Fix Travis
* Kill an unused var
* Fix ChangeTurf runtimes on openturfs
* Fixes
* Browser datum fixes, asset caching
* Update changelog
* Changelog
* Lobby tweaks
* Ticker tweaks; kill ticker var
* Further lobby tweaks
* Cascade tweaks
* air_master -> SSair
* Reduce overhead from radio autosay
* alarm_manager -> SSalarm
* bomb_processor -> SSexplosives
* corp_regs -> SSlaw
* ZAS overlay fixes
* Small wall icon optimization
* Fix effects master
* Assembly tweaks
* Megavend fixes
* Shuttle fixes
* Camera alert performance improvements
* Fix some world.log spam from lighting overlays
* Fix some Initialize() procs
* Openspace responsiveness tweaks
* Make HE pipes animate through openturfs
* Kill a spawn