Commit Graph
335 Commits
Author SHA1 Message Date
LemonInTheDarkandRoxy 24c5edbea8 Cleans up multiz buttons a tad, adds ghost versions (#91836)
(cherry picked from commit 74464d2d2a)
2025-06-28 20:37:10 -04:00
grungussussandRoxy 9cbcde390d lobby art is mouse transparent on fade out (#91774)
(cherry picked from commit 601654a91c)
2025-06-26 19:54:39 -04:00
John WillardandRoxy 78cffc2101 Adds a new halloween species: Spirits (#90711)
Adds 2 new species: Spirits and Ghosts

Spirits are available roundstart during Halloween, Wabbajack and
Xenobio's black slime extract
Ghosts are available through Magic mirrors

They fly around, and don't have legs and instead float around. They also
can't get legs implanted onto themselves.

They also do have organs, so they are affected by flashbangs, they do
get hungry, they do need oxygen to survive (they don't take damage in
space but they do suffocate & get slowdown), and can process chems.
Gibbing a ghost gives ectoplasm, an ingredient for ghost burgers.

Chaplains also got a buff here, null rod-type weapons' bane is now
against Spirit mobs, rather than hardcoded revenants. This means it now
includes Spirits/Ghosts, but also Soulscythes & Cult shades.

Also re-adds https://github.com/tgstation/tgstation/pull/81630 which was
reverted in https://github.com/tgstation/tgstation/pull/86506 which I
assume was accidental.

Ghosts have an innate ability to become incorporeal, which allows them
to phase through walls and stuff. Using this will immediately make them
drop any non-ghost limb/organ (not implants cause I thought it would be
funny). This ability is not available if they have holy water in their
system, and like revenants they also can't walk over blessed tiles with
it. They are also invisible to cameras while using this (not the obscura
though).

Sprites taken from observers directly, if anyone wants to make custom
sprites for them feel free. If anyone wants to make this obtainable
somehow in-game as well I wouldn't be opposed, halloween is just where I
thought it would fit most.

This also adds a lot of fixes that I encountered trying to add this,
from systems that have been neglected throughout the years.

https://github.com/user-attachments/assets/e368d710-80a0-4c63-b271-1abe3dd41a5e

We haven't gotten a new halloween species in a long time and thought it
would be fun if you can play as an actual ghost, the soul that remains
after a person passes, so Halloween feels more haunted. It's overall
made in just good fun, with a bonus that Ghosts are a cool species to
play with as well for Wizards & maybe Chaplains in the future (Dead sect
when?)

🆑
add: Added a new halloween species: Spirits, a species without legs and
instead floats.
add: Added a new magic mirror species: Ghosts, like spirits but with the
ability to become incorporeal, traversing through solid wall.
fix: Mobs unable to use storage items now can't use storage items.
fix: Mobs unable to use items can now not open airlocks & closets
fix: Mobs unable to pick items up can no longer pick items up and
immediately drop, moving one tile at a time.
fix: Mobs with intentional missing limbs (Alien larva) no longer show
their limbs as missing on examine (again)
fix: Golems' pref page had a missing icon, it now has one.
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
(cherry picked from commit 096c032402)
2025-06-26 19:54:02 -04:00
John WillardandRoxy cc8c6916eb Adds a sleep icon (and fixes Alien HUD a bit) (#91256)
## About The Pull Request

Adds a new HUD element that only shows up when you're resting that
flicks when you click it once, and puts you to sleep for 40 seconds if
you double click it (so you don't accidentally sleep yourself for 40
seconds), which is meant to replace the verb in the stat panel.
Doesn't show up if you're sleep immune.
I also fixed alien huds a bit, putting rest on the right side where it
is for every other mob, and brought the floor change buttons down to
compensate.

New Larva HUD (other xenos have Throw between rest and sleep)

![image](https://github.com/user-attachments/assets/890faa34-4929-418b-ba88-d007bd1e6a4e)

Demonstration


https://github.com/user-attachments/assets/11f7574d-dd6d-4da5-ab39-6fcf6d6694b9

Rest can be seen in IDB

### New accessibility setting

As a compromise to putting a tgui confirmation menu in your face or
requiring a double click, I added a new setting in accessibility tab
that allows you to disable "double click" features. So far all it does
is give a tgui menu instead of require double click for sleeping, and
allow you to further examine things with a linked button in base
examine.

## Why It's Good For The Game

Sleep is currently only a verb available in the stat panel, this
provides an alternative so it doesn't become a chatbar-only verb when
the stat panel is removed. It's also just good feedback to the player
that this action exists.
2025-05-30 03:00:01 -04:00
fb69fbb8a2 Refactor: Moves throwing and giving items from /mob/living/carbon to /mob/living (#91049)
Given the existence of basic mobs with hand slots, it feels like
throwing and giving items shouldn't be something exclusive to carbon
mobs, so I've pulled things around to make this happen. The only basic
mobs with hands at time of writing are gorillas and dextrous
holoparasites, but the inability to throw things when you're a gorilla
just doesn't seem right to me.

Some more details about what I've done here:

- Made the dextrous component optionally enable throwing for the mob
it's added to.
- Moved offer/give item functionality to /mob/living (I can't see any
reason why only carbon mobs should have this option)
- Moved throwing and give item hotkeys from carbon to "human" (where all
the other /mob/living hotkeys go) and, as a result, removed carbon
hotkeys (nothing is left in them).
- Moved throwing code and item offering code to its own file because
living.dm is 3000+ lines long and should probably be broken up some day
(I'm not brave enough for that)
- Cleaned up an unused global signal that hasn't been used since dogs
got moved to basic mobs.
- Other miscellaneous cleanup where I noticed it.
- In terms of testing: Tested using gorillas (only checked the dextrous
holoparasite to confirm the button and hotkeys worked). Things that were
working:
  - Can throw items if the mob is set up to allow it.
- Can give items as a gorilla to a human, as a human to a gorilla, and
as a human to a human.
- Can give a high five to a gorilla (and the gorilla can receive it).
Gorillas can't give a high five back, though (they don't have the
emote), this already ballooned in scope, someone else can make that
happen.
- There are an alarmingly high amount of niche
emote-into-item-into-giving behaviours I suspect half the playerbase or
more aren't even aware of (does anyone offer their hand to someone to
get them up off of the ground?) and I don't know if I broke any of them
with this, but the fact high fives work gives me some hope they're
probably still fine.

Lets gorillas and dextrous holoparasites throw things and give things,
but most importantly sets up more framework for any future dextrous
basic mobs to also be able to do this. There's no real reason to keep
this functionality confined to carbon mobs when dextrous basic mobs are
a thing.

🆑
add: Gorillas can now throw things and offer items to players.
refactor: Moved throwing and offering item code to be based on living
mobs, not just carbon mobs.
/🆑

---------

Co-authored-by: Copilot <175728472+Copilot@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2025-05-22 21:35:53 -04:00
WallemandRoxy 799b62fbc3 Xenobio tubes, QOL, & visual tweaks (#90775)
## About The Pull Request


https://github.com/user-attachments/assets/1b129bac-459f-47ed-b88f-fa0d295aa690

Xenobio no longer has slimes "warping around", but rather all mobs will
be suctioned up and out of a tube system.
This is functionally identical; the visual aspect is PURELY visual and
as such you can deposit a slime that's still visually being suctioned,
which is intentional for the sake of an easier user experience.
Additionally, slime consoles have a little HUD on the side now that
displays the amount of monkeys & the amount of currently stored slimes
inside of it. Nice for if you don't want to have to guess your current
monkey count.

Slime processors suction a maximum amount of slimes depending on their
matter bin level. This means that at a tier 1 bin it'll be the same as
current, but with a tier 4 you can suck up 4 slimes at a time per
processing tick. Doesn't really do any functionally different stuff
besides lowering the time you need to wait before you can start the
processor.

Monkey Recyclers have purple stripes to visually distinguish them from
meat grinders.
## Why It's Good For The Game

I want a funny claw-machine-esque contraption for xenobio.
## Changelog
🆑 Wallem
add: Xenobio consoles now work off a tube system instead of sudden
teleportation
qol: Xenobio consoles have a new HUD to show monkey/slime amounts, and
slime processors can now suck up more than 1 slime at a time depending
on their matter bin
image: Added some stripes to the monkey recycler to make it a little
more obvious it's not a meat grinder
/🆑
2025-05-08 18:39:50 -04:00
John WillardandShadow-Quill fcad08160e Adds a blood level hud for vamp & soulscythe (#90578)
## About The Pull Request

Replaces the stat panel entries for soulscythes & vampires to show their
blood level, with a HUD instead.
The sprite was taken from Bloodsuckers which they use to also show their
own blood level, which is what gave me the idea.

Also makes soulscythe use the living level ``blood_volume`` instead of
their own snowflake var meant to do the same thing.

Vampire

![image](https://github.com/user-attachments/assets/4ec75929-ad58-44ec-a817-1fd1ec5a4f11)

Soulscythe

![image](https://github.com/user-attachments/assets/5d04a8d5-0cfc-46a8-ab2c-c0a08f4e6d00)

## Why It's Good For The Game

Helps move away reliance on the stat panel & makes this information more
obvious to the player. The stat panel in general isn't a good place to
put this stuff as it obfuscates it as a feature for players who either
are on a different tab or simply don't know to look there.

## Changelog

🆑 TheSwain, JohnFulpWillard
qol: Soulscythes and Vampires now have a blood hud on the left side of
their screen rather than a stat panel entry stating how much blood they
have.
/🆑
2025-04-29 17:52:15 -06:00
MrMelbertandShadow-Quill 326012c4ff Hunger bar is now animated and updates as you eat (#90446)
## About The Pull Request

Hunger bar is now dynamic rather than 4 static sprites

Hunger bar now accounts for food you have yet to metabolize, meaning it
updates as you eat


https://github.com/user-attachments/assets/06269da7-f07d-4738-98b2-ca6bde8ba0fe

Other changes:

- Adds a hunger tier between hungry and starving

## Why It's Good For The Game

Overeating happens so often simply because this bar is trash, so let's
give it some love

## Changelog

🆑 Melbert
fix: All humans no longer have a baseline "75" ghost nutrition (which
means you can eat more)
qol: Hunger bar update! It's now dynamic and updates as you eat.
qol: Adds a hunger tier between hungry and starving (for mood)
/🆑
2025-04-29 17:41:26 -06:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
d3d3a12540 The big fix for pixel_x and pixel_y use cases. (#90124)
## About The Pull Request

516 requires float layered overlays to be using pixel_w and pixel_z
instead of pixel_x and pixel_y respectively, unless we want
visual/layering errors. This makes sense, as w,z are for visual effects
only. Sadly seems we were not entirely consistent in this, and many
things seem to have been using x,y incorrectly.

This hopefully fixes that, and thus also fixes layering issues. Complete
1:1 compatibility not guaranteed.

I did the lazy way suggested to me by SmArtKar to speed it up (Runtiming
inside apply_overlays), and this is still included in the PR to flash
out possible issues in a TM (Plus I will need someone to grep the
runtimes for me after the TM period to make sure nothing was missed).
After this is done I'll remove all these extra checks.

Lints will probably be failing for a bit, got to wait for [this
update](https://github.com/SpaceManiac/SpacemanDMM/commit/4b77cd487d0a7b6a069df20356b701af5b20489d)
to them to make it into release. Or just unlint the lines, though that's
probably gonna produce code debt

## Why It's Good For The Game

Fixes this massive 516 mess, hopefully.

closes #90281

## Changelog
🆑
refactor: Changed many of our use cases for pixel_x and pixel_y
correctly into pixel_w and pixel_z, fixing layering issues in the
process.
/🆑

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: SmArtKar <master.of.bagets@gmail.com>
2025-03-28 14:18:45 +00:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
SmArtKarandGitHub 2a08b94796 Fixes crafting menu not changing the cursor when hovered over (#89227)
## About The Pull Request

Closes #89206

## Changelog
🆑
fix: Fixed crafting menu not changing the cursor when hovered over
/🆑
2025-01-28 21:56:47 -08:00
SmArtKarandGitHub 960ed29b0a Major UI update and theme redesign (#88498)
## About The Pull Request

This PR completely overhauls Midnight and Midnight-derived UIs, as well
as does some adjustments to the UI layout.


![image](https://github.com/user-attachments/assets/369a812a-9b6c-4d3f-8a5e-ba4fbc9f4d64)

### Major changes:
* All UI elements for Midnight/Midnight-derived themes have been redrawn
to be cleaner, with consistent palettes and up-to-date sprites
* Tiny equip E is gone - Drop action has been moved in its place,
freeing some space in the bottom right corner
* Four minor menu keys have been bundled with actions, now-vertical
floor change element taking their place
* Action palette (wide thing in the top left corner) is now hidden when
it has zero actions bound to it and the player isn't currently dragging
an action button.

I've also fixed some minor issues with how hand elements are rendered,
and given feedback to resist button (it now lights up when pressed or
when the hotkey is held down)

<details>

<summary>Some screenshots of new UIs</summary>


![image](https://github.com/user-attachments/assets/afc62225-2a21-45c7-8382-d35fe4ec9d6c)


![image](https://github.com/user-attachments/assets/d2ea6f1a-a9f6-4b98-8fc8-663b1e97a38f)


![image](https://github.com/user-attachments/assets/52ffa40d-f982-4ab1-8c81-1225666363ab)

Redrawn UIs now have themed clothing slots


![image](https://github.com/user-attachments/assets/a9421e2f-3979-4aec-b2cb-7066d2b997ce)


![image](https://github.com/user-attachments/assets/0bcb5e8e-a626-44ce-b7f3-2a195c128213)


![qrd5eRR](https://github.com/user-attachments/assets/356b7bf8-5f54-4f92-bea6-4a8ac36aa2e7)

</details>

## Why It's Good For The Game

Our UI icons are very outdated and compressed, with very large palettes
and odd transparency quirks, making adding new elements or redesigning
current ones quite hard and frustrating. A fresh coat of paint can take
user experience a long way.

As for moved elements, most people either equip things manually or use
the equip hotkey - E button is rather obscure and rarely used, while
drop button makes sense to be located near hands. Action palette just
takes up screen space most of the time, so there's no reason to not hide
it when you don't have any use for it.

## Changelog
🆑
qol: Resist button now has visible feedback.
qol: Readjusted UI layout.
image: Completely redrawn Midnight and Midnight-derived UIs!
/🆑
2024-12-18 21:54:57 +00:00
MrMelbertandGitHub 7e55bba4fb Hud elements and certain in-world objects will now change your cursor to indicate they are clickable (windows style) (#88470)
## About The Pull Request

Basically just goes through and adds `mouse_over_pointer =
MOUSE_HAND_POINTER` to a bunch of screen elements (player hud and lobby
menu)

Also adds it to very small wall mounted objects like buttons, fire
alarms, and light switches


https://github.com/user-attachments/assets/c501cd3d-8efd-4fd0-a486-a53f2102a2cb


https://github.com/user-attachments/assets/89f7cdcb-b40c-4ef3-b578-fee66ddf1ce2

## Why It's Good For The Game

- Makes interacting with screen elements a bit more tactile
- Makes it a bit easier to click on tiny buttons and such (being able to
know when you're actually hovering the thing)
- Maybe can be expanded to more world objects to indicate they are
clickable vs non-interactable?

## Changelog

🆑 Melbert
qol: Hovering over clickable screen elements will now update your mouse
cursor to indicate they're clickable
qol: Hovering over small wall mounts (light switches, buttons, fire
alarms) will now update to mouse cursor indicating you're hovering them
/🆑
2024-12-12 19:32:33 +01:00
paganiyandGitHub 115609c113 Adds a new item to the chef traitor's uplink: Molt'Obeso sauce. (#87103)
## About The Pull Request
A new item for 2 TC has been added to the chef's traitor uplink –
Molt'Obeso sauce!
Buying it, you get a bottle for 50 units, filled with this sauce. After
eating Molt'Obese, you'll think you're still hungry. It also removes the
limit on how much food you can eat, so you can just keep going and
going, but you never get full. Plus, Molt'Obeso helps your body absorb
more nutrients from food, so the food is even more nourishing with it.
## Why It's Good For The Game
The Syndicate sabotages the NT station by making everyone fat?
## Changelog
🆑
add: Add a new item to the chef traitor's uplink: Molt'Obeso sauce. A
sauce that makes people want to eat too much.
/🆑
2024-11-28 16:23:18 +01:00
MrMelbertandGitHub d3bc3e8cb4 Being drunk or having a broken arm hurts accuracy with ranged weapons. Also cleans up a fair bit of hand handling to be more readable (#87904)
## About The Pull Request

1. Having a broken arm will affect your accuracy when firing a weapon
with that arm, even potentially causing damage to you if it's a weapon
with recoil. This effect is not applied under the effects of a
painkiller.

2. The sister effect of this (punching someone with a broken arm) now
also has an interact with painkillers (it can no longer block your
attack).

3. Being drunk heavily affects ranged weapon accuracy, unless you're the
bartender

4. A lot of hand handling cleanup, using new macros to make it a lot
more readable at a glance

## Why It's Good For The Game

We have this system for modifying firearm accuracy but we don't really
use it commonly, and I feel like it slots in well with a lot of places

For broken arms, it adds some more depth to the wound system, in the
same way that trying to punch someone with a broken arm causes pain. (I
actually want to expand this to melee weapon accuracy and attacking with
melee weapons in general, but that's for a later time)

For drunkenness, it just adds to the drunk shenanigans. It also slightly
reduces the effectiveness of drinks as combat healing chemicals, such as
quadsec - makes it a bit more of a trade off.

## Changelog

🆑 Melbert
balance: Having a broken arm affects your accuracy with ranged weapons
fired with that arm. Utilizing a painkiller will nullify this effect,
however.
balance: Painkillers will prevent your punches from being cancelled due
to having a broken arm. You'll still take damage, though.
balance: Being drunk now affects your accuracy with ranged weapon. The
bartender is immune to this effect via their skillchip.
code: A lot of code involving left and right hand handling has been
cleaned up, easier to read. Report any oddities, like left and rights
being flipped
/🆑
2024-11-19 19:31:06 +01:00
MrMelbertandMajkl-J aec6324344 Refactors health doll, replaces "wounded" screen alert (#87011)
## About The Pull Request

The screen alert for being wounded is deleted

Instead, your health doll will now glow red on any (and all) wounded
limbs


https://github.com/user-attachments/assets/83565684-3e19-4753-8034-d8de6574e2b8

To accomplish this, the doll was refactored a bit. No longer operates
off of overlays, now uses vis contents across every limb, and just
updates the icon state of all those vis contents

## Why It's Good For The Game

Wounds really spam the hell out of you with screen alerts and it often
blocks you from seeing more relevant alerts that you care about

The mere presence of a minor dislocation on your leg prevents you from
noticing that you are no longer breathing. This is a bit troublesome

This can be resolved in other ways, of course - adding a priority value
to alerts? - but instead, I think we can just make better use of our
existing hud elements

I find this decently intuitive, at a glance. 
- The old screen alert gave you a tooltip saying you could click the
alert to examine yourself.
- Clicking on the health doll examines yourself the exact same way.
- So, players may see their doll glowing red, and click on it to self
examine, to see the report of them having a wound on their leg or chest
or whatever.

## Changelog

🆑 Melbert
del: Having any wounds no longer gives you an alert in the top right
qol: Having any wounds now make the corresponding bodypart on your
health doll (the lil dude on the right side of the screen) glow red.
refactor: Refactored how the hud's health doll shows up for humans.
Report any oddities
/🆑
2024-11-11 00:43:38 -08:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
Majkl-J f8faccd70a Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-10a 2024-10-20 04:12:02 -07:00
WaterpigandMajkl-J bb70889f6e TG Upstream Part 1
3591 individual conflicts

Update build.js

Update install_node.sh

Update byond.js

oh my fucking god

hat

slow

huh

holy shit

we all fall down

2 more I missed

2900 individual conflicts

2700 Individual conflicts

replaces yarn file with tg version, bumping us down to 2200-ish

Down to 2000 individual conflicts

140 down

mmm

aaaaaaaaaaaaaaaaaaa

not yt

575

soon

900 individual conflicts

600 individual conflicts, 121 file conflicts

im not okay

160 across 19 files

29 in 4 files

0 conflicts, compiletime fix time

some minor incap stuff

missed ticks

weird dupe definition stuff

missed ticks 2

incap fixes

undefs and pie fix

Radio update and some extra minor stuff

returns a single override

no more dupe definitions, 175 compiletime errors

Unticked file fix

sound and emote stuff

honk and more radio stuff
2024-10-19 08:04:33 -07:00
MrMelbertandGitHub c7e14784b3 Refactors health doll, replaces "wounded" screen alert (#87011)
## About The Pull Request

The screen alert for being wounded is deleted

Instead, your health doll will now glow red on any (and all) wounded
limbs


https://github.com/user-attachments/assets/83565684-3e19-4753-8034-d8de6574e2b8

To accomplish this, the doll was refactored a bit. No longer operates
off of overlays, now uses vis contents across every limb, and just
updates the icon state of all those vis contents

## Why It's Good For The Game

Wounds really spam the hell out of you with screen alerts and it often
blocks you from seeing more relevant alerts that you care about

The mere presence of a minor dislocation on your leg prevents you from
noticing that you are no longer breathing. This is a bit troublesome

This can be resolved in other ways, of course - adding a priority value
to alerts? - but instead, I think we can just make better use of our
existing hud elements

I find this decently intuitive, at a glance. 
- The old screen alert gave you a tooltip saying you could click the
alert to examine yourself.
- Clicking on the health doll examines yourself the exact same way.
- So, players may see their doll glowing red, and click on it to self
examine, to see the report of them having a wound on their leg or chest
or whatever.

## Changelog

🆑 Melbert
del: Having any wounds no longer gives you an alert in the top right
qol: Having any wounds now make the corresponding bodypart on your
health doll (the lil dude on the right side of the screen) glow red.
refactor: Refactored how the hud's health doll shows up for humans.
Report any oddities
/🆑
2024-10-06 17:02:03 +02:00
Ilán MoriandGitHub 0382e0b9ac Z Level Button: Redone and ReBETTER. (#86465)
## About The Pull Request

Second crack at my z-level changing HUD button. I felt that my last
attempt left a lot to be desired, so here I am with it again!

<details>
<summary> Images </summary>

Widescreen:

![image](https://github.com/user-attachments/assets/148744b5-a748-49df-88d2-2f6b93e7c3ef)

![image](https://github.com/user-attachments/assets/d077c0ef-2bb8-4dae-ba45-d82e27828582)

Non-widescreen:

![image](https://github.com/user-attachments/assets/82cc4d52-c457-48d7-8e73-edd12eb6b2bd)

![image](https://github.com/user-attachments/assets/bfa7b643-2db0-4aa8-9ca7-579b530a928e)

Basic/Simple mobs:

![image](https://github.com/user-attachments/assets/e13e84cf-77e2-4ccc-b0b7-ea50bb4da9ce)


</details>

TODOs:

- [x] Apply to cyborgs
- [x] Apply to xenomorphs
- [x] Sprites: Glass UI Style
- [x] Sprites: Detective UI Style
- [x] Sprites: Clockwork UI Style
- [x] Sprites: Operative UI STyle

I still wanted to get the PR up to both get feedback on this method and
to see if I could garner a little bit of help with the spriting bit
(PLEEEEASE)
## Why It's Good For The Game

The current button leaves a lot to be desired, mainly:

- It isn't applied to every possess-able mob
- It has weird positioning and sizing that doesn't match anything else
in the game
- It's confusing and inconsistent to use (it straight up would not work
for observers, and I had to add the option to do alt click to go down)

This PR aims to fix all this, and more!

- One, big, long button that matches other similar ones that already
exist!
- Click the up arrow to go up, click the down arrow to go down. Always.
No fuzz!
- Two types: Horizontal and Vertical! Choose whichever fits your needs!
## Changelog
🆑
qol: The z-level button got a refresh! It's now applied to more places
and it should be simpler to use.
/🆑
2024-09-14 22:38:24 +02:00
Waterpig 4c4930c71d Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit 2024-09-08 00:59:39 +02:00
91baa94ac5 event based incapicated and able_to_run (#86031)
## About The Pull Request
this is a revival of #82635 . i got permission from potato to reopen
this, he did almost all the work. i only just solved the conflicts and
fixed all the bugs that were preventing the original from being merged
(but it should be TMed first)

## Why It's Good For The Game
slightly improves the performance of basic mob AI

## Changelog
🆑
LemonInTheDark
refactor: able_to_run and incapacitated have been refactored to be event
based
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: ZephyrTFA <matthew@tfaluc.com>
2024-09-04 10:02:49 -04:00
tgstation-ci[bot]GitHubtgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>Jordan DominionGhomsan7890MrMelbert
9a9b428b61 Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
8868a5d1fe and replaying the PRs skipping
#85491.

The following 239 (39 + Wallening Main PR excluded) PRs need to be
replayed (DO NOT EDIT THIS LIST MANUALLY, IT IS USED BY THE BOT TO TRACK
PROGRESS):

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After that some startup commits on this branch need to be reverted then
it can be merged.

---------

Co-authored-by: tgstation-ci <179393467+tgstation-ci[bot]@users.noreply.github.com>
Co-authored-by: Jordan Dominion <Cyberboss@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: MrMelbert <kmelbert4@gmail.com>
2024-09-03 10:41:51 +02:00
Waterpig 330cf42ff9 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-08c 2024-08-19 14:43:23 +02:00
43c7bbb922 [MIRROR] Optimizes hunger appearance work (#29306)
* Optimizes hunger appearance work (#85299)

## About The Pull Request

If our appearance is fully dependant on hunger state, there's no reason
to do ANY work if the state hasn't changed, also don't churn underlays
for no reason.

## Why It's Good For The Game

This has relatively high cost and it's an easy win

* Optimizes hunger appearance work

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2024-08-15 11:38:10 +02:00
LemonInTheDarkandGitHub 0fc7c567a7 Optimizes hunger appearance work (#85299)
## About The Pull Request

If our appearance is fully dependant on hunger state, there's no reason
to do ANY work if the state hasn't changed, also don't churn underlays
for no reason.

## Why It's Good For The Game

This has relatively high cost and it's an easy win
2024-08-14 13:07:14 +02:00
+16 4b4e9dff1d Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here

Kept you waitin huh!

This pr resprites most all walls, windows and other "wall adjacent"
things to a 3/4th perspective, technical term is "tall" walls (we are
very smart).

If you're trying to understand the technical details here, much of the
"rendering tech" is built off the idea of split-vis. Basically, split a
sprite up and render it on adjacent turfs, to prevent seeing "through"
walls/doors, and to support seeing "edges" without actually seeing the
atom itself.

Most of the rest of it is pipelining done to accommodate how icons are
cut.

## Path To Merge

Almost* all sprites and code is done at this point. 
There are some things missing both on and off the bounty list, but that
will be the case forever unless we force upstream (you guys) to stop
adding new shit that doesn't fit the style.
I plan on accepting and integrating prs to the current working repo
<https://github.com/wall-nerds/wallening> up until a merge, to make
contribution simpler and allow things like bounties to close out more
easily

This pr is quite bulky, even stripping away map changes it's maybe 7000
LOC (We have a few maps that were modified with UpdatePaths, I am also
tentatively pring our test map, for future use.)
This may inhibit proper review, although that is part of why I am
willing to make it despite my perfectionism. Apologies in advance.

Due to the perspective shift, a lot of mapping work is going to need to
be done at some point. This comes in varying levels of priority. Many
wallmounts are offset by hand, some are stuck in the wall/basically
cannot be placed on the east/west/north edges of walls (posters), some
just don't look great good in their current position.

Tests are currently a minor bit yorked, I thought it was more important
to get this up then to clean them fully.

## What does it look like?


![dreamseeker_hBsU6wCu91](https://github.com/user-attachments/assets/5392fa3b-60f6-40ea-876f-e686f25f996a)

![dreamseeker_CTiK0Je5iR](https://github.com/user-attachments/assets/1aee23bd-a5ec-4679-b094-d044401b7222)

![dreamseeker_HYkS1Q9GRq](https://github.com/user-attachments/assets/bad8844b-3179-4856-8684-f912e14e844a)

![dreamseeker_Pa18tgyKYp](https://github.com/user-attachments/assets/c2e1d222-9e5c-4500-8829-dd065428644a)

![dreamseeker_BfOBwS2mjH](https://github.com/user-attachments/assets/7dc51153-111d-4b17-93c3-8389daa6b60b)

![dreamseeker_iJazOumiMQ](https://github.com/user-attachments/assets/5837e203-3865-4f60-854e-62b4875c6b99)

## Credits

<details>
<summary>Historical Mumbojumbo</summary>

I am gonna do my best to document how this project came to be. I am
operating off third party info and half remembered details, so if I'm
wrong please yell at me.

This project started sometime in late 2020, as a product of Rohesie
trying to integrate and make easier work from Mojave Sun (A recently
defunct fallout server) with /tg/.

Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man
is insane) was working with tall walls, IE walls that are 48px tall
instead of the normal 32. This was I THINK done based off a technical
prototype from aao7 proving A it was possible and B it didn't look like
dogwater.

This alongside oranges begging the art team for 3/4th walls (he meant
TGMC style) lead to Rohesie bringing on contributors from general /tg/,
including actionninja who would eventually take over as technical lead
and Kryson, who would define /tg/'s version of the artstyle. Much of the
formative aspects of this project are their work.

The project was coming along pretty well for a few months, but ran into
serious technical issues with `SIDE_MAP`, a byond map_format that allows
for simpler 3/4th rendering.
Due to BULLSHIT I will not detail here, the map format caused issues
both at random with flickering and heavily with multiz.

Concurrent with this, action stepped down after hacking out the
rendering tech and starting work on an icon cutter that would allow for
simpler icon generation, leaving ninjanomnom to manage the project.

Some time passed, and the project stalled out due to the technical
issues. Eventually I built a test case for the issues we had with
`SIDE_MAP` and convinced lummox jr (byond's developer) to explain how
the fuckin thing actually worked. This understanding made the project
theoretically possible, but did not resolve the problems with multi-z.
Resolving those required a full rework of how rendering like, worked. I
(alongside tattle) took over project development from ninjanomnom at
this time, and started work on Plane Cube (#69115), which when finished
would finally make the project technically feasible.

The time between then and now has been slow, progressive work. Many many
artists and technical folks have dumped their time into this (as you can
see from the credits). I will get into this more below but I would like
to explicitly thank (in no particular order) tattle, draco, arcanemusic,
actionninja, imaginos, viro and kylerace for keeping the project alive
in this time period. I would have curled up into a ball and died if I
had to do this all myself, your help has been indispensable.

</details>

<details>
<summary>Detailed Credits</summary>

Deep apologies if I have forgotten someone (I am sure I have, if someone
is you please contact me). I've done my best to collate from the git
log/my memory.

Thanks to (In no particular order):
Raccoff: Being funny to bully, creating threshold decals for airlocks
aa07: (I think) inspiring the project
ActionNinja: Laying the technical rock we build off, supporting me
despite byond trying to kill him, building the icon cutter that makes
this possible
ArcaneMusic: Artistic and technical work spanning from the project's
start to literally today, being a constant of motivation and positivity.
I can't list all the stuff he's done
Armhulen: Key rendering work (he's the reason thindows render right), an
upbeat personality and a kick in the ass. Love you arm
Azlan: Damn cool sprites, consistently
Ben10Omintrix: You know ben showed up just to make basic mobs work, he's
just fuckin like that man
BigBimmer: A large amount of bounty work, alongside just like, throwing
shit around. An absolute joy to work with
Capsandi: Plaques, blastdoors, artistic work early on
CapybaraExtravagante: Rendering work on wall frames
Draco: SO MUCH STUFF. Much of the spritework done over the past two
years is his, constantly engaged and will take on anything. I would have
given up if not for you
Floyd: Early rendering work, so early I don't even know the details.
Enjoy freedom brother
Imaginos16: A guiding hand through the middle years, handled much of the
sprite review and contribution for a good bit there
Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of
effort dissecting feedback with a focus on making things as good as they
can be at the jump
Infrared: Part of the impetus for the project, made all the xenomorph
stuff in the MS style
Jacquerel: A bunch of little upkeep/technical things, has done so much
sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES)
Justice12354: Solved a bunch of error sprites (and worked out how to
actually make prs to the project) Thanks bro!
Kryson: Built the artstyle of the project, carrying on for years even
when it was technically dying, only stopping to casually beat cancer. So
much of our style and art is Kryson
KylerAce: Handled annoying technical stuff for me, built window frame
logic and fully got rid of grilles.
LemonInTheDark: Rendering dirtywork, project management and just so much
fucking time in dreammaker editing sprites
Meyhazah: Table buttons, brass windows and alll the old style doors
Mothblocks: Has provided constant support, gave me a deadline and
motivation, erased worries about "it not being done", gave just SO much
money to fill in the critical holes in sprites. Thanks moth
MTandi: Contributed art despite his own blackjack and hookers club
opening right down the road, I'm sorry I rolled over some of your
sprites man I wish we had finished earlier
Ninjanomnomnom: Consulted on gags issues, kept things alive through some
truly shit times
oranges: This is his fault
Rohesie: Organized the effort, did much of the initial like, proof of
concept stuff. I hope you're doin well whatever you're up to.
san7890: Consulting on mapper UX/design problems, being my pet mapper
Senefi: Offsetting items with a focus on detail/the more unused
canidates
SimplyLogan: Detailed map work and mapper feedback, personally very kind
even if we end up talking past each other sometimes. Thank you!
SpaceSmithers: Just like, random mapping support out of nowhere, and
bein a straight up cool dude
Tattle: A bunch of misc project management stuff, organizing the
discord, managing the test server, dealing with all the mapping bullshit
for me, being my backup in case of bus. I know you think you didn't do
much but your presence and work have been a great help
Thunder12345: Came out of nowhere and just so much of the random
bounties, I'm kind of upset about how much we paid him
Time-Green: I hooked him in by fucking with stuff he made and now he's
just doin shit, thanks for helping out man!
Twaticus: Provided artistic feedback and authority for my poor feeble
coder brain, believed in the project for YEARS, was a constant source of
❤️ and affirmation
unit0016: I have no god damn idea who she is, popped out of nowhere on
the github one day and dealt with a bunch of annoying
rendering/refactoring. Godspeed random furry thank you for all your
effort and issue reports
Viro: A bunch of detailed spriting moving towards 3/4ths, both on and
off the wallening fork. If anyone believed this project would be done,
it was viro
Wallem: Artistic review and consultation, was my go-to guy for a long
time when the other two spritetainers were inactive
Waltermeldon: Cracked out a bunch of rendering work, he's the reason
windows look like not dogwater. Alongside floyd and action spent a TON
of time speaking to lummox/unearthing how byond rendering worked trying
to make this thing happen
ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin
bugaboo that was living in my brain like it was nothing. Love you
brother

And finally:
The Mojave Sun development team. They provided a testbed for the idea,
committed hundreds and hundreds of hours to the artstyle, and were a
large reason we caught issues early enough to meaningfully deal with
them. Your work is a testament to what longterm effort and deep detailed
care produce. I hope you're doing well whatever you're up to. Go out
with a bang!
</details>

## Changelog
🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan,
Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd,
Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson,
KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom,
oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner,
SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016,
Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team!
add: Resprites or offsets almost all "tall" objects in the game to match
a 3/4ths perspective
add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: = <stewartareid@outlook.com>
Co-authored-by: Capsandi <dansullycc@gmail.com>
Co-authored-by: ArcaneMusic <hero12290@aol.com>
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com>
Co-authored-by: KylerAce <kylerlumpkin1@gmail.com>
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com>
Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@gmail.com>
Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com>
Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com>
Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com>
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com>
Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com>
Co-authored-by: Rob Bailey <github@criticalaction.net>
Co-authored-by: MMMiracles <lolaccount1@hotmail.com>
2024-08-14 09:07:45 +00:00
StrangeWeirdKitten 132f9363e4 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into fuck-fuck-fuck
# Conflicts:
#	_maps/map_files/Birdshot/birdshot.dmm
#	_maps/map_files/NorthStar/north_star.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	code/datums/status_effects/debuffs/debuffs.dm
#	code/game/objects/items/devices/scanners/health_analyzer.dm
#	code/modules/cargo/packs/imports.dm
#	html/changelogs/archive/2024-07.yml
2024-07-31 21:19:46 -06:00
SmArtKarandSkyratBot 503d689ad1 Players can now reorder items inside storages by dragging them (#85318)
## About The Pull Request

https://github.com/user-attachments/assets/8949965f-a78a-4f3d-b528-afcdfe5c4e72

Drag'n'dropping items inside of an open storage that you can access will
reorder them. I had to register dropping onto items themselves instead
of cells as they ignore icon transparency when in storage for QOL
reasons, so bear with that.
## Why It's Good For The Game

Reordering your storage currently requires taking out all items in front
of position that you want a certain item to be and putting them back in
which could be rather annoying with large storages.

## Changelog
🆑
qol: You can now reorder items inside storages by dragging them
/🆑
2024-07-31 11:05:06 -04:00
SmArtKarandGitHub 2e8f45737c Players can now reorder items inside storages by dragging them (#85318)
## About The Pull Request


https://github.com/user-attachments/assets/8949965f-a78a-4f3d-b528-afcdfe5c4e72

Drag'n'dropping items inside of an open storage that you can access will
reorder them. I had to register dropping onto items themselves instead
of cells as they ignore icon transparency when in storage for QOL
reasons, so bear with that.
## Why It's Good For The Game

Reordering your storage currently requires taking out all items in front
of position that you want a certain item to be and putting them back in
which could be rather annoying with large storages.

## Changelog
🆑
qol: You can now reorder items inside storages by dragging them
/🆑
2024-07-31 14:58:43 +01:00
StrangeWeirdKitten 38c3a6336d Merge branch 'master' of https://github.com/skyrat-ss13/skyrat-tg into upstream-7-24/204 2024-07-25 00:08:53 -06:00
+8 426cc6e7fa More missed prs (#28921)
* Handful of missed mirrors (#3739)

* fix duplicate traits

* Adds a Contraband trait, and implements contraband as a mechanic to security bounties. (#84003)

This PR does a few things but centrally it's all centered around
mechanically enforcing what items are and are-not considered contraband
in-game.

Contraband items are visually indistinguishable from non-contraband. If
an item is Contraband, it can only be detected in two ways:
* After being scanned by an N-Spect scanner, which is a standard item
security item, assuming it still has a charge to do so.
* Via a scanner gate, which can now be upgraded with an N-spect scanner
to allow for it to scan a person and all their contents for contraband.

Contraband items are intended to be determined both logically and
through other relevant examine text. However, here's the short list of
items that are considered contraband, reserving the right to expand the
list.

<details>
  <summary>In hindsight it's kind of a long list.</summary>

* Items that have "contraband" or "illegal" in the name or description.
* Items that allow for the player to obtain other illegal items, that
are NOT particularly stealthy.
* This means that a syndicate uplink is NOT considered contraband, as
they're typically hidden on your person as something else.
* Stealth items under the syndicate uplink, the revolutionary flash, and
some mapped in dangerous items that can come from both syndicate and
company-aligned resources are not considered dangerous.
* Items that are purchased from cargo after emagging or switching to
extended cargo range.
* Items purchased FROM syndicate uplinks, the wizard knowledge scroll,
or other antagonist shops.
* Cursed artifacts/tools magically produced by cultists or heretics.
* Items purchased from the blackmarket.
* Items purchased from the contraband section of vending machines.
* Some drugs and overtly dangerous or criminal byproducts.

</details>

Well, primarily, this is an aid for in-game enforcement of space law.
Based on the length of the above list, we have a LONG, LONG list of
items in-game that are technically considered, in one way or another,
illegal to have on the station, and yet without either metaknowledge of
what those items are, or how they're used, security officers lack some
of the certainty of how to deal with these kinds of encounters.

Additionally to the knowledge aspect of this trait, security officers
may now receive a new civilian bounty to collect items that are
considered contraband, also giving them an incentive to look for and
confiscate contraband that's been found across the station while
upholding space law.

Security has a bounty for 3 different rechargers, and considering access
limitations, most security players aren't going to make this exchange,
so I've lowered the required amount down to 1.

Adjusted the N-spect scanner's description to match it's new
functionality.

The Civilian bounty TGUI now has an additional 1 point of padding to
make it feel less cramped.

https://github.com/tgstation/tgstation/assets/41715314/c3cd4752-b03a-4e0b-959e-1252fcc2369d

**Updated as of 6/19/2024:**
Additionally, some storage items will block the presence of contraband
when going through a contraband aligned scanning gate. These items
include the infiltrator modsuit core, storage implant, void cloak, the
aptly named smuggler's satchel, and the chameleon kit's backpack.

**Updated as of 6/23/2024:**
N-spect scanner now has contextual screentips.

**Updated as of 6/29/2024:**
Scanner gates are now available in all lathes that have a feature
specific to how scanner gates function. So, includes cargo (contraband),
security (weapons), and medbay (diseases).

Originally, this started out as a way to be able to provide more
in-character and in-flavor bounties for security officers, because they
suck! Most security bounties as they exist right now do the worst
possible things from all respective bounties:
* They detract away from a job's actual responsibilities as opposed to
working with them.
* They're best completed while sitting next to your lathe and running
items back to the bounty pad.
* They exist with such esoteric rarity of high quantity of items that
it's miserable to fulfil.

As a result, I started work on this as a framework to allow security
officers to be further incentivized to collect contraband across the
station, either as a result of the gamemode or just through routine
patrols across the station.

Implementing it as a learning tool for security as well just happened to
work out as an additional bonus, and having a function in-game allowing
newer or less experienced players to know if an item is considered
dangerous or conspicuous also works as a particularly good way to
provide information where a player may not know what they're up against.

If nothing else, this might be interesting to try, and if not, I'll just
snip out the QOL changes from it and we'll see how it goes.

Going forward, I am a bit hesitant about the contraband scanner gate
mode, and as such, will try working with the admin team to determine if
that's a good feature to keep around for game health, while hoping to
give it a chance in the fullness of time.

🆑
add: Items spawned via traitor uplinks or are known illegal contraband
on the station can now be scanned and identified as such by the N-spect
scanners in security. These only applies to overt traitor or antagonist
items, and "stealth" items will not be seen as such.
add: Scanner gates can now be upgraded by using an N-spect scanner on it
to unlock "contraband scanning" mode.
add: Security officers can now be offered a bounty to turn in pieces of
contraband.
add: Some stealthy storage items like storage implants, smuggler's
satchels, void cloaks, the infiltrator modsuit, and the chameleon
backpack will block the presence of contraband on your person when
placed inside.
qol: N-spect scanner contextual screentips.
balance: Recharger security bounties ask for a quantity of 1, down from
3.
qol: security, cargo, and medbay have access to scanner gate boards.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>

* Adds six new strange object powers! (#84775)

DESIGN CONCEPT: Strange Devices are at their best when they're odd tools
which can help a department out, with some strange drawbacks that make
them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Drink Dispenser: Creates a glass, then fills it up with a random drink.

Bioscrambler: After a noticeable warning, bioscrambles people nearby.
33% chance to be used up on use.

Recharger: Shocks you, but recharges one random item to max battery.

Hugger: Hugs everyone in range as if you had the friendly trait.

DImensional: Converts the surroundings to a random material-theme. Each
use increases cooldown by two seconds.

Disguiser: Drops your clothing to the ground and replaces it with a
delete-on-drop costume and a randomly assigned cardboard ID.

Removed an unused and unusable shock flag.

Removed an unused dumb ghost item.

Added a proc that returns a hex color with the # attached.

> DESIGN CONCEPT: Strange Devices are at their best when they're odd
tools which can help a department out, with some strange drawbacks that
make them interesting and unique. Foam for the Janitor, Flashbang for
Security, Teleporter for tiders, Corgimaker for the chef. They're also
ambiguous enough that they can really be used by anyone for silly
hijinks.

Request by ArcaneMusic! He wanted new abilities to go along with the new
sprites, and approved these.

> Removed an unused dumb ghost item.

please stop using costume subtypes for OP items. whats the damn point of
the subtype if youre just going to screw with it

> Added a proc that returns a hex color with the # attached.

idk why it didnt have this tbh

🆑
add: Adds six new strange object powers! Drink dispenser, bioscrambler,
recharger, hugger, dimensional, disguiser.
code: Removed some unused code and items, and added a proc that returns
a random #colorstring.
/🆑

* [NO GBP] the random spawner loot weight config is not an integer (#84814)

Sets `integer` to false.
Also a tidbit about the `skew_loot_weight` proc, though loot lists with
uneven weights all tend to add a value to all entries so it isn't an
issue.

The config isn't an integer.

N/A

* The techweb no longer erroneously refers to MODsuits as exosuits (#84800)

At some point, some of the techweb node descriptions were changed, so
that it referred to certain modsuits as exosuits. This just changes it
back.

The term "exosuit" is generally used for mechs, not modsuits. The
techweb descriptions should refer to modsuits as modsuits.
🆑
spellcheck: The techweb no longer erroneously refers to MODsuits as
exosuits.
/🆑

* Adds new hairstyle - Short Bangs 2 (#84804)

Adds a new hairstyle called Short Bangs 2.
The hairstyle is basically an edit of the existing double buns, except
the hair buns themselves are removed.

https://github.com/tgstation/tgstation/assets/66234359/38fe3b09-c42b-43e6-9e30-949428aab506

More customization, variety and character flavor is great. Double buns
itself is a good hairstyle but some may not like the hair buns out of
personal preference or that it can look weird on non-human species like
felinids.

🆑 Hardly3D
add: Added new hairstyle: Short Bangs 2
/🆑

* Offset render relays for non-offsetting planes to match highest matching render plane (#84184)

**Alternate title: "Fix blind people getting so blind they become deaf
when going down a flight of stairs"**

So 'bout half a week to a week ago I overheard a friend complaining
about blind people not seeing runechat on lower multi-z levels. Asked a
bit, apparently they'd reported this about half a year ago, and it's
still an issue.
So in my never-ending hubris I decided to just go and fix it!
Now, admittedly? I really _really_ do not get the rendering system we
use.
The simple options were right out: we can't allow the fullscreens plane
to be offset, as this causes issues with looking up/down, or disallow
runechat from being offset, which causes issues with runechat from other
levels.

After poking our very cool and smart rendering guy several times over
the course of the last week, this is what we got to:

We simply make the rendering relays for non-offsetting plane masters
point to the highest rendering plane that matches the target.
We do this by offsetting the rendering relays in place, by adjusting
their plane and layer values to match the new offset, with a new
`offset_relays_in_place(new_offset)` proc called in
`/datum/plane_master_group/proc/transform_lower_turfs(...)`.
Importantly, we compare the current layer values to what they should've
been, so we don't accidentally override relays with custom-set layers.

This fixes our issue (as tested on wawastation):
<details>
  <summary>Images</summary>

![image](https://github.com/tgstation/tgstation/assets/42909981/c6a10e04-dd08-4642-bc4d-d99ae5004a40)

![image](https://github.com/tgstation/tgstation/assets/42909981/740dc894-7495-4c35-b729-ffcc539ca928)

![image](https://github.com/tgstation/tgstation/assets/42909981/986433a7-e66e-408a-8e77-1f1eb89cb67c)

</details>

Fixes #80376.
🆑
fix: You can see runechat above fullscreen overlays on lower multi-z
levels again. Rejoice, blind players. Please report any weird rendering
layering issues.
/🆑

* illegal tech flag got changed

* Automatic changelog for PR #84003 [ci skip]

* Automatic changelog for PR #84775 [ci skip]

* Automatic changelog for PR #84800 [ci skip]

* Automatic changelog for PR #84804 [ci skip]

* Automatic changelog for PR #84184 [ci skip]

* Makes the smoking pipe sprite not give you a phantom stache. (#84898)

The smoking pipe currently gives you a phantom stache. Observe, note the
black background and know this character has no facial hair.

![image](https://github.com/tgstation/tgstation/assets/70115628/2939afa9-e4e4-4ee2-b38b-fc517e207d01)
I basically adjusted the pixels so it'd look better from different
directions.
This is the new look - approximately.

![image](https://github.com/tgstation/tgstation/assets/70115628/55e23d8e-2367-468a-94c2-9c5741f34762)
Smoking pipe is cool for RP but the sprite's fucked.
🆑
image: the smoking pipe's directional looks have been altered to make it
less ugly
/🆑

(cherry picked from commit c499c51bb3)

* Automatic changelog for PR #84898 [ci skip]

(cherry picked from commit 1e80a72dee)

* Revert "Automatic changelog for PR #84898 [ci skip]"

This reverts commit 1ddc7d43de30bb7ef029d1ddd39f86ded94e110c.

* Revert "Makes the smoking pipe sprite not give you a phantom stache. (#84898)"

This reverts commit b66b9d634e5f28e40e800586d4642468049767e6.

---------

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Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
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Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>

* Another batch of missed mirrors :) (#3811)

* Fixes bookshelf attackby (#84929)

Closes #84884
Adds early returns, cleans up and fixes whatever was going in bookshelf
attackby code due to lack of early returns and state weirdness.

🆑
fix: You can attack bookshelves in a variety of states once more
/🆑

* You can no longer move chairs as a ghost (#84972)

Partially handles #84971

🆑
fix: Ghosts can no longer move chairs
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>

* Split security gloves from black gloves, gave sprites to those and tackling gloves, moves tackling to right-click (#84909)

Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.

Adds sprites for security and tackling gloves, moves tackling to
right-click!

Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.

Sprites here:

![image](https://github.com/user-attachments/assets/034628df-91b4-4c17-b018-a67beb76ae1c)

Moved tackling to right click.

> Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.

Didn't make any sense that normie gloves had these. It was an
undocumented feature! Why can jannies fast cuff!

> Adds sprites for security and tackling gloves, moves tackling to
right-click!

Really smells that these don't have sprites so I quickly slapped some
up, edited from tackler and CE insuls.

> Also added blue security gloves for the blue sec PR. Whoever merges it
first will, assumedly, add it then.

We can't have blue sec with red gloves!!!

> Moved tackling to right click.

It's so fuckin annoying to accidentally tackle when you're trying to
throw something. It's the biggest thing that prevents me from putting on
gloves. Now it'll rarely, if ever, be a problem: Pressing right click
while thowing mode is on is unlikely to ever happen accidentally.

🆑
add: Added security gloves, which have the fast cuff trait. Normal black
gloves no longer have them.
imageadd: Adds sprites for security and tackling gloves, moves tackling
to right-click!
imageadd: Also added blue security gloves for the blue sec PR. Whoever
merges it first will, assumedly, add it then.
qol: Moved tackling to right click.
/🆑

* Lavaland raptor barn improvements  (#84967)

This PR re-maps the lavaland raptor barn to:
1. Have bridge access from public and regular mining so people are not
forced to build one themselves
2. Give the area a bit of spice to look more visually interesting
3. Gives anyone working on raptors less of a giant walk to go eat

![pee
arr](https://github.com/user-attachments/assets/34c44db8-878a-48a4-9888-850a6770d74e)

<details><summary>In game screenshots</summary>

![Merde Stopover Theta 2024-07-14
165108](https://github.com/user-attachments/assets/025157b7-2b6d-4447-8d98-ec3efde4fc10)

![Merde Stopover Theta 2024-07-14
165104](https://github.com/user-attachments/assets/36e98170-977a-4288-8ad1-8684c4510a65)

![Merde Stopover Theta 2024-07-14
165059](https://github.com/user-attachments/assets/1a264fc1-5dbd-4d82-a68b-1b004141429e)

![Merde Stopover Theta 2024-07-14
165036](https://github.com/user-attachments/assets/fa96b5f2-338e-4370-9bcc-8bf4a0f9543f)

![Merde Stopover Theta 2024-07-14
165031](https://github.com/user-attachments/assets/b333df16-38bd-472d-aad0-4f868d4e6a77)

</details>

It seems like a major oversight that there was no reliable walkway to
and from the barn. Additionally, the barn currently looks out of place.
This PR makes it a cohesive themed area, making it more comfortable and
attractive to interact with while fitting better into the overall "on
lavaland" theme.

🆑 Thedragmeme
qol: re-maps the raptor barn to not stick out like a sore thumb
fix: Miners and the public both can access the raptor barn without
having to make a bridge themselves
/🆑

* Human AIs get a portable crew monitor, loses borg costume and implant (#84965)

Removes Human AI's teleport blocker implant and borg costume and gives
them a portable crew monitor in their bag instead.

I originally gave human AIs a teleport blocker so it would be a little
harder to leave the SAT, but I don't think it should be impossible. With
enough effort and determination, it should be possible for a human AI to
go get their own food or go interact with crew and whatnot. Their
slowness is meant to be a deterrent and I think it is a fine one that
doesn't need this extra implant, not to mention that I'd like to keep
cybernetics on the human AI to a minimum.
In the original Human AI PR, I had given them a borg costume before they
got their own custom outfit. Now that I gave them that, the borg costume
is now just outdated. They shouldn't look like a borg to their borgs,
they should stand out.

As for the portable crew monitor, I thought it would be the best way to
give human AIs the ability to see people's vitals like AIs could, but
only if their sensors are maxed. AIs can only see people's medhuds if
the person's sensors are on so they don't necessarily need one, they
just won't see things like diseases and such, which I think is fine.

🆑
balance: Human AIs no longer have a teleport blocking implant or borg
costume, but now has a portable crew monitor.
/🆑

* You can fire PKAs/plasma cutters point blank at turfs (#84974)

Due to point blank checks in guncode you weren't able to fire PKAs or
plasma cutters at turfs point blank, requiring you to aim at least 1
tile away - making mining with those annoying without mesons.

If you click at a turf in front of you with a mining tool, you expect it
to actually work.

🆑
qol: You can fire PKAs/plasma cutters point blank at turfs.
/🆑

* fixes a big harddel source (#83987)

this hard delete would happen everytime a player joins/observers the
round. upon using the ref tracker i discovered this problem was caused
by movable/screens not cleaning up after their owning huds if it gets
deleted. i didnt weakref it was cause it meant id have to resolve it in
so many places, but if weakrefing is preferable i will do it

![image](https://github.com/tgstation/tgstation/assets/138636438/d4b5465e-85b6-4e79-80a7-551684bdd831)

fixes a hard delete

* Automatic changelog for PR #84929 [ci skip]

* Automatic changelog for PR #84972 [ci skip]

* Automatic changelog for PR #84967 [ci skip]

* Automatic changelog for PR #84965 [ci skip]

* Automatic changelog for PR #84974 [ci skip]

* Adds Missing Icon States

This should shutup CI

* This nonsense

* Update sec_clothing_overrides.dm

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: carlarctg <53100513+carlarctg@users.noreply.github.com>
Co-authored-by: Thedragmeme <81540056+Draggeru@users.noreply.github.com>
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Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com>
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Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com>

---------

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2024-07-20 14:23:30 +05:30
Ben10OmintrixandGitHub a61e8eaef5 fixes a big harddel source (#83987)
## About The Pull Request
this hard delete would happen everytime a player joins/observers the
round. upon using the ref tracker i discovered this problem was caused
by movable/screens not cleaning up after their owning huds if it gets
deleted. i didnt weakref it was cause it meant id have to resolve it in
so many places, but if weakrefing is preferable i will do it

![image](https://github.com/tgstation/tgstation/assets/138636438/d4b5465e-85b6-4e79-80a7-551684bdd831)


## Why It's Good For The Game
fixes a hard delete
2024-07-16 07:05:21 +02:00
Waterpig 00aa495320 Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-24-07a 2024-07-02 23:57:38 +02:00
a04aa2f4f6 [MIRROR] Prettified storage UI (#28459)
* Prettified storage UI (#84160)

## About The Pull Request

This PR rewrites some storage UI code to make it compose itself from
multiple elements (corners and row connectors) and allow it to be
affected by player's preferred UI theme.
Also resprites it and adds variations for all themes.

Midnight (Default UI theme, the example doesn't show it very well but
the cells are rather transparent)

![image](https://github.com/tgstation/tgstation/assets/44720187/62c54417-ee38-4000-bea2-a8fab3b935c4)

Some examples of other themes. (Shows transparency much better)

![изображение](https://github.com/tgstation/tgstation/assets/44720187/9323dab9-d127-4f51-9ea0-7057bb7e022c)

![изображение](https://github.com/tgstation/tgstation/assets/44720187/368e775a-6644-4372-b66a-0e33f790b7bf)

## Why It's Good For The Game

Storage UI is ancient and doesn't look very good, nor fit the modern UI
in general.

## Changelog
🆑
code: Rewrote a portion of storage UI code to allow it to be influenced
by UI style.
image: Prettified storage UI and made it affected by UI theme.
/🆑

---------

Co-authored-by: san7890 <the@ san7890.com>

* Prettified storage UI

---------

Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
Co-authored-by: san7890 <the@ san7890.com>
2024-06-29 10:48:37 +05:30
6a7e6ad3b5 Prettified storage UI (#84160)
## About The Pull Request

This PR rewrites some storage UI code to make it compose itself from
multiple elements (corners and row connectors) and allow it to be
affected by player's preferred UI theme.
Also resprites it and adds variations for all themes.

Midnight (Default UI theme, the example doesn't show it very well but
the cells are rather transparent)


![image](https://github.com/tgstation/tgstation/assets/44720187/62c54417-ee38-4000-bea2-a8fab3b935c4)

Some examples of other themes. (Shows transparency much better)


![изображение](https://github.com/tgstation/tgstation/assets/44720187/9323dab9-d127-4f51-9ea0-7057bb7e022c)

![изображение](https://github.com/tgstation/tgstation/assets/44720187/368e775a-6644-4372-b66a-0e33f790b7bf)

## Why It's Good For The Game

Storage UI is ancient and doesn't look very good, nor fit the modern UI
in general.

## Changelog
🆑
code: Rewrote a portion of storage UI code to allow it to be influenced
by UI style.
image: Prettified storage UI and made it affected by UI theme.
/🆑

---------

Co-authored-by: san7890 <the@san7890.com>
2024-06-28 15:38:00 -07:00
nevimer e96f29d4a5 Merge remote-tracking branch 'Skyrat-SS13/master' into upstream-2024-06-16
# Conflicts:
#	_maps/_basemap.dm
#	_maps/map_files/IceBoxStation/IceBoxStation.dmm
#	_maps/skyrat/automapper/automapper_config.toml
#	code/__DEFINES/surgery.dm
#	code/datums/weather/weather_types/radiation_storm.dm
#	code/modules/antagonists/changeling/changeling.dm
#	code/modules/clothing/neck/_neck.dm
#	code/modules/events/_event.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/kinetic_crusher.dm
#	code/modules/mob/living/basic/vermin/frog.dm
#	modular_skyrat/modules/borgs/code/robot_upgrade.dm
2024-06-16 20:54:25 -04:00
df90e547cc [MIRROR] Mouse drag & drop refactored attack chain (#28156)
* Mouse drag & drop refactored attack chain

* fex

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
2024-06-15 18:09:14 +01:00
b6369a47b4 Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

![Flowchart](https://github.com/tgstation/tgstation/assets/110812394/d92047ff-d94c-44a6-9e87-354c3d525021)

Brief summary of each proc is as follows

**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
  
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click

b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded

- These 2 sanity checks for drag & drop are applied across all
operations without fail
  
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
  
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
     
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.

Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks

**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this


https://github.com/tgstation/tgstation/blob/8c8311e624271a6f6decba8cd643b33b9904534a/code/game/machinery/dna_scanner.dm#L144-L145

Into this

```
if(!iscarbon(target))
	return
```

I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it

## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-06-13 13:28:41 -07:00
Waterpig 5da11912cb Merge branch 'master' of https://github.com/Skyrat-SS13/Skyrat-tg into upstream-2406a 2024-06-02 10:40:19 +02:00
e4f338632b [MIRROR] makes food hud burger icon have a sharp outline (#27865)
* makes food hud burger icon have a sharp outline (#83380)

## About The Pull Request
instead of

![image](https://github.com/tgstation/tgstation/assets/23585223/fa013f8d-d402-4714-8f85-986273643f86)
will look more like this

![image](https://github.com/MrMelbert/tgstation/assets/23585223/8fe754c8-5242-4e8d-be6f-90897c8eae5d)
also i would like to make it not protrude from the middle of your hud it
looks ugly but idk where to put it @ Mothblocks

## Why It's Good For The Game
anti aliasing smells

## Changelog
🆑
image: makes food hud burger icon have a sharp outline
/🆑

* makes food hud burger icon have a sharp outline

---------

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
2024-05-28 05:06:50 +02:00
FikouandGitHub 309a240ab8 makes food hud burger icon have a sharp outline (#83380)
## About The Pull Request
instead of

![image](https://github.com/tgstation/tgstation/assets/23585223/fa013f8d-d402-4714-8f85-986273643f86)
will look more like this

![image](https://github.com/MrMelbert/tgstation/assets/23585223/8fe754c8-5242-4e8d-be6f-90897c8eae5d)
also i would like to make it not protrude from the middle of your hud it
looks ugly but idk where to put it @Mothblocks

## Why It's Good For The Game
anti aliasing smells

## Changelog
🆑
image: makes food hud burger icon have a sharp outline
/🆑
2024-05-27 10:40:00 -06:00
nevimer 45e52eb774 Merge remote-tracking branch 'skrat/master' into new-bubbermaster
# Conflicts:
#	_maps/RandomRuins/SpaceRuins/hilbertresearchfacility.dmm
#	_maps/RandomRuins/SpaceRuins/skyrat/interdynefob.dmm
#	_maps/map_files/Birdshot/birdshot.dmm
#	_maps/map_files/Deltastation/DeltaStation2.dmm
#	_maps/map_files/IceBoxStation/IceBoxStation.dmm
#	_maps/map_files/MetaStation/MetaStation.dmm
#	_maps/map_files/NorthStar/north_star.dmm
#	_maps/map_files/VoidRaptor/VoidRaptor.dmm
#	_maps/map_files/tramstation/tramstation.dmm
#	_maps/shuttles/pirate_ex_interdyne.dmm
#	code/__DEFINES/mobs.dm
#	code/__HELPERS/~skyrat_helpers/is_helpers.dm
#	code/datums/mood.dm
#	code/game/objects/effects/spawners/random/random.dm
#	code/modules/admin/verbs/adminhelp.dm
#	code/modules/clothing/head/jobs.dm
#	code/modules/mob/living/brain/brain_say.dm
#	code/modules/projectiles/guns/energy/kinetic_accelerator.dm
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly.png
#	code/modules/unit_tests/screenshots/screenshot_humanoids__datum_species_jelly_stargazer.png
#	code/modules/uplink/uplink_items/job.dm
#	config/lavaruinblacklist.txt
#	icons/mob/actions/actions_changeling.dmi
#	icons/mob/clothing/mask.dmi
#	icons/obj/mining.dmi
#	modular_skyrat/master_files/code/modules/client/preferences/headshot.dm
#	modular_skyrat/master_files/code/modules/mob/living/examine_tgui.dm
#	modular_skyrat/master_files/code/modules/research/techweb/all_nodes.dm
#	modular_skyrat/master_files/icons/mob/clothing/under/skirts_dresses.dmi
#	modular_skyrat/master_files/icons/obj/clothing/under/skirts_dresses.dmi
#	modular_skyrat/modules/aesthetics/airlock/icons/airlocks/multi_tile/metal_overlays.dmi
#	modular_skyrat/modules/colony_fabricator/code/appliances/space_heater.dm
#	modular_skyrat/modules/company_imports/code/armament_datums/deforest_medical.dm
#	modular_skyrat/modules/hyposprays/code/hypospray_kits.dm
#	strings/traumas.json
#	tgui/packages/tgui/interfaces/PreferencesMenu/preferences/features/character_preferences/skyrat/headshot.tsx
2024-04-20 22:19:03 -04:00
e021ec7176 [MIRROR] Blocks (most instances of) screen elements from entering base atom /Click (#27049)
* Blocks (most instances of) screen elements from entering base atom `/Click` (#82236)

## About The Pull Request

Fixes #76495

This PR prevents (most) screen elements from running base
`/atom/proc/Click` and `/mob/proc/ClickOn()` when clickend.

(The only exception I found to it was the cursor catcher for scopes.)

Why?
Most, if not everything in `ClickOn` is considered "in world"
interacting. It abides by `incapacitated`, runs `faceAtom`, etc.
This means, currently, you can "interact" with screen elements using in
world elements. For example, TK-ing / pointing a gun at your mood face.

Right now this affects very little, but there is a large potential for
errors. All you have to do is forget a sanity check in `afterattack` and
suddenly you have an item that can affect your screen objects.
The only example I found was the `/item/godstaff`, which can color some
of your screen elements. But there may be more. Like guns.

Note:
Many, many screen elements ALREADY do not fall down into atom click.
They simply don't call parent. Which is totally fine.
I am just ensuring ALL* screen elements do not fall down into atom
click.

## Changelog

🆑 Melbert
fix: Blocks mobs from trying to "physically" interact with some of their
hud elements, such as using Telekinesis or point a gun at your mood
meter.
/🆑

* Blocks (most instances of) screen elements from entering base atom `/Click`

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-04 13:38:44 -04:00
56452102a7 [MIRROR] Fix 100k toggle move intent comsig runtimes (#82239) (#27066)
Fix 100k toggle move intent comsig runtimes (#82239)

## About The Pull Request

`user` isn't passed in many situations in which `toggle_move_intent` is
called and also it's useless to pass `user` because it should just be
The Mob

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2024-04-04 01:46:27 -04:00
37bc259bb0 [MIRROR] Refactor removing unused defines. (#26998)
* Refactor removing unused defines. (#82115)

Refactors a lot of the unused defines.

Refactors a lot of the unused defines.

Nothing player facing

---------

Co-authored-by: san7890 <the@san7890.com>

* Oh well. I hope this works fine.

---------

Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com>
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Useroth <37159550+Useroth@users.noreply.github.com>
2024-04-03 03:39:46 +02:00
MrMelbertandGitHub 2c335bc2f0 Fix 100k toggle move intent comsig runtimes (#82239)
## About The Pull Request

`user` isn't passed in many situations in which `toggle_move_intent` is
called and also it's useless to pass `user` because it should just be
The Mob
2024-03-26 21:45:55 -04:00
MrMelbertandGitHub 21d72c49c0 Blocks (most instances of) screen elements from entering base atom /Click (#82236)
## About The Pull Request

Fixes #76495

This PR prevents (most) screen elements from running base
`/atom/proc/Click` and `/mob/proc/ClickOn()` when clickend.

(The only exception I found to it was the cursor catcher for scopes.) 

Why?
Most, if not everything in `ClickOn` is considered "in world"
interacting. It abides by `incapacitated`, runs `faceAtom`, etc.
This means, currently, you can "interact" with screen elements using in
world elements. For example, TK-ing / pointing a gun at your mood face.

Right now this affects very little, but there is a large potential for
errors. All you have to do is forget a sanity check in `afterattack` and
suddenly you have an item that can affect your screen objects.
The only example I found was the `/item/godstaff`, which can color some
of your screen elements. But there may be more. Like guns.

Note: 
Many, many screen elements ALREADY do not fall down into atom click.
They simply don't call parent. Which is totally fine.
I am just ensuring ALL* screen elements do not fall down into atom
click.

## Changelog

🆑 Melbert
fix: Blocks mobs from trying to "physically" interact with some of their
hud elements, such as using Telekinesis or point a gun at your mood
meter.
/🆑
2024-03-26 14:55:20 -06:00