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
This isn't technically a bugfix as the original PR (#19624) intended for
this behaviour
However, after a discussion in the code channel on the discord, I think
there's near-unanimous agreement that this feature isn't wanted.
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.
Made relaymoves uniform in function header and non sleepable.
Improved IPC/borg recharger, made it time constant.
Tweaked client/Move() to avoid a range(), moved a relaymove around to
fix a bug, some minor tweaks.
Fixed IPC/borg recharge station not taking the IPC/Borg in on bump.
Our SSOverlays system is outdated, and is likely the cause of many of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>
Refactored the use of the isprocessing var into the datum flag
DF_ISPROCESSING.
Updated SSprocessing and SSmachinery to have a constant fire rate.
Updated gas cooler to be time-constant thanks to the above.
Unified most of the procs into one definition, so there are no duplicate
around the codebase.
Marked some of the above as overridable if a good enough case can be
made for them (eg. external dependency or unlikely to be used).
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>
This is part 1 of a project to, eventually, bring the render planes
system from /tg/ and bay into Aurora. This is a prerequisite and blocker
for many things the development team and community want to have, and
this was long overdue.
Many objects have been re-assigned layers, which are now thoroughly
defined. Maps have had their custom layer defines purged, as we should
be moving away from this in favor of saner definitions in the base
items.
This should be a test-merge due to the sheer amount of layers changed,
which will very likely create issues that I cannot possibly discover and
debug in a reasonable amount of time myself.
---------
Co-authored-by: Cody Brittain <cbrittain10@live.com>
* sdaf
* sdaf
* sdfa
* sadf
* sfda
* gfd
* reduce thrusters volume
* sdafsadsdaf
* sdfa
* Reduced some sound ranges and made some/more not ignore walls for loops
* health analyzers too
* ivdrip adjustment
* most tools now use play_tool_sound to have the sound played, reduced range for it
* 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>
* autolathe 1
* FUCK MY LIFE
* more fixes
* autolathe queueing
* cl
* garbage collection
* wire fixes
* some final tweaks
* on second thought this might be annoying
* fix that
* whoopsies
* that didn't work for shit
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* Removes old UT definition files (drone/travis)
* Adds concurrency definitions to the workflows
* Changes our workflows to be more in line with what /tg does
* Adds a workflow to build/commit TGUI
* Adds a workflow to build/commit changelogs
Add python version to dependencies.sh
Fix dme errors
Removes a bunch of not included files
Cache Opendream and add directory to check_grep.py
Co-authored-by: Werner <Arrow768@users.noreply.github.com>
* Ports SStyping from Nebula.
* the spook
* a
* fix
* bring the fanfare to its knees
* add a speech bubble type pref
---------
Co-authored-by: Matt Atlas <liermattia@gmail.com>
* 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>