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docker-build
90
Commits
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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0204ab8fdd |
Canreach refactor (#93165)
## About The Pull Request ports https://github.com/DaedalusDock/daedalusdock/pull/1144 ports https://github.com/DaedalusDock/daedalusdock/pull/1147 full credit to @Kapu1178 for the juice instead of `reacher.CanReach(target)` we now do `target.CanBeReachedBy(reacher)`, this allows us to give special behavior to atoms which we want to reach, which is exactly what I need for a feature I'm working on. ## Why It's Good For The Game allows us to be more flexible with reachability ## Changelog 🆑 refactor: refactored how reaching items works, report any oddities with being unable to reach something you should be able to! /🆑 |
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1e506c9011 |
More Hotel Rooms (Banging In The SM Chamber And Cooling Off In The Pool Edition (Also Syndicates Again, As A Bonus)) (#4487)
## About The Pull Request This PR adds two more ghost cafe infinidorms - an engineering themed one and a swimming pool one. - The engineering one includes fake emitters (reskinned watertanks) and a fake supermatter - the soupermatter, a highly classified variant of the supermatter that you can use a bowl on to get soup (it's a var edited prison serving tray). - The pool one consists of a changing room, a showers, and a rather sizeable pool. Swimming pools are cool, but they're ass to set up, and most pools in-game just lack that proper indoors public swimming pool aesthetic. In addition, it also adds the two hotel rooms by JustMeTheIInd, as they're damn nice and it'd be a shame for them not to see the light of day. None of the items should be dangerous, the most severe one I could find was an armoured vest. Credit to JustMeTheIInd for the rooms. https://github.com/Bubberstation/Bubberstation/pull/3160/files#diff-75825709fd371bc0ef4b3f40f95ff91a223a2ccd7b4705f7759ec35a5315a624 ## Why It's Good For The Game More variety! This gives players more options as to where to locate their scenes when using the ghost cafe. In addition, you can finally, _finally,_ shag in the supermatter and not get bwoinked by admins for it (probably, anyhow. I didn't test to see if an admin would ban you for using this hotel room). ## Proof Of Testing <details> <summary>Screenshots</summary> _In each of these the lizard is located at the player spawn point._ <img width="902" height="836" alt="Screenshot 2025-08-18 155624" src="https://github.com/user-attachments/assets/d1ed2457-a2c2-4d28-987e-4c33a107948f" /> <img width="912" height="834" alt="Screenshot 2025-08-18 155513" src="https://github.com/user-attachments/assets/0602b75c-97c5-4114-92e1-2c4041c57e35" /> <img width="915" height="867" alt="Screenshot 2025-08-18 155907" src="https://github.com/user-attachments/assets/221c9437-aa42-4d2e-b80b-a7c2eb9795e0" /> <img width="920" height="886" alt="Screenshot 2025-08-18 160016" src="https://github.com/user-attachments/assets/a8b90980-1a6b-4626-b129-2e70c63e62e7" /> </details> <img width="482" height="140" alt="Screenshot 2025-08-18 154834" src="https://github.com/user-attachments/assets/04eba1e4-c5f6-43ee-b357-ae9a378da0e0" /> _The infamous soupermatter at work._ ## Changelog 🆑 add: Four new inifidorm dooms: Mini Engineering, Public Pool, Sydicate Office, and Syndicate Ops Centre. The two Syndicate rooms were originally made by JustMeTheIInd. /🆑 |
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1c0ac21cb4 |
Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request
Fixes the issue of usr pointing to admins by making Trigger pass down
clicker, as usr is fucky and can be passed down by other unrelated
procs. Fun.
Added the clicker arg to all usages of Trigger as well
Also changes isobserver check in antagonist ui_act code that prevents
observers from clicking UI's instead to check if the ui.user is
owner.current
## Why It's Good For The Game
Fixes admins giving heretic to people opening the heretic UI for the
admin instead
(cherry picked from commit
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0bc42d6940 |
Fixes the issue of usr pointing to admins by making Trigger pass down clicker (#92354)
## About The Pull Request Fixes the issue of usr pointing to admins by making Trigger pass down clicker, as usr is fucky and can be passed down by other unrelated procs. Fun. Added the clicker arg to all usages of Trigger as well Also changes isobserver check in antagonist ui_act code that prevents observers from clicking UI's instead to check if the ui.user is owner.current ## Why It's Good For The Game Fixes admins giving heretic to people opening the heretic UI for the admin instead |
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8c3e6f2635 |
Fixes runtimes caused by get_atom_on_turf and reverts an unintentional balance change to stabilized crossbreeds (#90500)
get_atom_on_turf would return the last movable in chain, even if it was passed a type, which is not the behavior most people would expect and thus had led to errors in multiple other segments of code. Additionally, regardless of their storage depth which was an intentional limiter - this restores said behavior. - Closes #90498 - Closes #90497 Runtimes bad, and so are unintentional change to game's balance. 🆑 fix: Fixed runtimes caused by stabilized crossbreeds fix: Fixed an unintentional buff to stabilized crossbreeds, they now once again need to be put in your backpack or pockets. /🆑 |
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cb06f207d3 |
Just a couple more hotel rooms (#3363)
## About The Pull Request This adds four (and a half) new infinidorm hotel rooms -- A bar themed one, for when you want bar RP that's less public; a nightclub themed one; an space themed one for the spaceophilliacs who want to bang in space (or an airlock), and finally an oasis themed one, with a day and a night version. It also fixes the lights in the Library room, given we're no longer downstreaming from Skyrat, and it adds a template dmm that should make it easier for people to add new rooms should they wish - the plaque on the floor represents the spawn point. ## Why It's Good For The Game This adds even more variety to the infinidorm room options for people to roleplay in as a ghost. Or to _roleplay_ in. The bar one in particular provides an option for people who want to do a bar RP with some friends without getting pesky interruptions from their fellow human beings who feel the need to start a gunfight in the bar. ## Proof Of Testing All the new hotel rooms and the library have been tested in game, and are working quite nicely! The template map does not show up as an option in-game, as it exists to help mappers. ## Screenshots <details> <summary>Foxbar</summary>  </details> <details> <summary>Nightclub</summary>  </details> <details> <summary>EVA</summary>  _The floor is, infact, fake space, and is surrounded by a fake-space wall. You will survive nude in space here. Spacesuits still provided._ </details> <details> <summary>Oasis</summary>  _Only one is shown for brevity's sake, as the only difference between day and night versions is the strength of the external lighting_ </details> <details> <summary>Template</summary>  _The template room. The bluespace border must be indestructible solid in some form, while the dark grey flooring represents the wall's location on the defautl Hilbert room. The door is located where the default door is on it, and the plaque on the ground shows where the player will spawn_ </details> ## Changelog 🆑 add: Added infinidorms: Fox Bar; The Nightclub; EVA; and Oasis (day and night versions) add: Added a mapping template for creating new infinidorms at modular_skyrat\modules\hotel_rooms fix: modified the lights of the Library infinidorm so it's not so damn dark. /🆑 |
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7a6e8e08ab |
Fixes runtimes caused by get_atom_on_turf and reverts an unintentional balance change to stabilized crossbreeds (#90500)
## About The Pull Request get_atom_on_turf would return the last movable in chain, even if it was passed a type, which is not the behavior most people would expect and thus had led to errors in multiple other segments of code. Additionally, #90436 also has unintentionally made stabilized crossbreeds work regardless of their storage depth which was an intentional limiter - this restores said behavior. - Closes #90498 - Closes #90497 ## Why It's Good For The Game Runtimes bad, and so are unintentional change to game's balance. ## Changelog 🆑 fix: Fixed runtimes caused by stabilized crossbreeds fix: Fixed an unintentional buff to stabilized crossbreeds, they now once again need to be put in your backpack or pockets. /🆑 |
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254cd32c93 | Merge branch 'master' of https://github.com/Bubberstation/Bubberstation into upstream-25-02a | ||
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af06b24bc0 |
Adds 3 (well, technically 4) More Infinite Dorms Maps (#3140)
## About The Pull Request Hello! Since I've been bored, I decided to test my mapping muscles, and so I come to you with 3 Infinite Dorms maps. **1. Corporate Office** First one's quite easy and simple, a rather large Corporate Office, comes with all the expected amenities; fake bookcases, coffee, donuts, luxury alcohol, cigars, stamps, paperwork, intercoms, Italian maple desks, comfy chairs, secure consoles, motion-sensitive camera that keeps blinking red for whatever reason. Ideal for anyone with more interests in the 'corpo' side, or just for people who want to ERP in an office environment.  **2. Recovery Wing** A more hospital-themed dorm, thought of as the Recovery Ward of the whatever Facility that NT uses to keep putting spessmen together after they have been blown up twenty times during one shift. Comes with two separate Patient rooms, a small Nurse station and a similarly small commons area.  **3. Secluded Grotto** Did notice there was no real "outdoors" area, this map tries to- and kinda fails to rectify this issue, as in-lore the map takes a place in a small, secluded and remote grotto, perfect for running away from everyone, comes with a small picnic space, with a freezer full of snacks, a small pond to the upper right and the center-piece in the form of a fire pit, complete with a guitar and some stools. Also comes in a night version.   ## Why It's Good For The Game well, more varied dorms are better since they (theoretically) allow for more varied RP. ## Proof Of Testing it do the compile thing without melting my poor poor computer  ## Changelog 🆑 map: Added "Corporate Office" Infidorm map map: Added "Recovery Wing" Infidorm map map: Added "Grotto" Infidorm map map: Added "Grotto (night)" Infidorm map /🆑 |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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7d34f23db1 |
Fixes hotel rooms and adds new one (#3082)
## About The Pull Request Adds a new hotel room as of the request of Leathergnome who also made said hotel room, all credit goes to him i just PRed it, ontop of that this PR also fixes https://github.com/Bubberstation/Bubberstation/pull/3078 as said rooms were forgotten to be added to the selectable list, shit happens love the new rooms by the way. ## Why It's Good For The Game Another dorms room to enjoy and fix for already PRed ones ## Proof Of Testing Works and Complies on localhost  ## Changelog 🆑 map: Added new Hotel room fix: Fixed the other hotel rooms not showing up from a different PR /🆑 |
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78468452a4 |
[SEMI-MODULAR] Adds 3 new Infinite Dorm Maps! (#3078)
## About The Pull Request Adds three new awesome Infinite dorms for varying roleplay scenarios and creative environments. -Cultist's Cavern: A spooky cave-like environment populated with an underground spring, a cultist-themed bedroom, a mining hold-out, and general cave flora/decorations around. Spawns a crate of flashlights/flares/hardhats etc to help light the area as this is a darker dorm for lame Heretic/Cult rp. (unoriginal) Also adds a neat little spring however for a more natural swimming hole area instead of hot tubs and pools. -Winter Woods: A cozy little wooden cabin near the edge of a plasma pond of sorts. Very ambient and romantic. Features a campfire, cabin, dark wooded area, and a crate filled with NRI attire. Also features an effect to where it's constantly snowing, the same animated sprite used for light snowstorms. Has a custom area added so that it plays Ice Moon ambience. -Evacuated Station: The Hydroponics Cloning Farm of an evacuated Space Station that _apparently_ got sucked inside of a Void anomaly of sorts. Alarms blaring. Emergency lighting. A deadspace-like environment, or rather what the shuttle leaves behind at the end of a Gamer shift. Features a Bedroom, small engineering lab, damaged flooring and windows, small maintenance path, and a Research Director's Quarters. I had to touch the Modular Herbert Hotel File, similar to what Skyrat did. Those changes are noted with //BUBBER EDIT ADDITION BEGIN - Infinite Dorm Maps Add and //BUBBER EDIT END ## Why It's Good For The Game Infinite dorms are really cool I think ## Proof Of Testing Each were ran locally repeatedly with 0 additional run-time errors. <details> <summary>Screenshots/Videos</summary>    </details> ## Changelog 🆑 map: Added THREE new Infinite Dorms! map: Added 'Cultist's Cavern' Infinite Dorm. map: Added 'Winter Woods' Infinite Dorm. map: Added 'Evacuated Station' Infinite Dorm. /🆑 |
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6da4462e14 |
Fix gravity for areas in space near station (#88176)
## About The Pull Request - Fixes #76827 This removes gravity from the following areas: - Solars - Nearstation - Space - Ordnance bomb testing ##### Note - Asteroid areas (Tram) or planet areas (Ice) are not affected. <details> <summary>Examples of outside gravity turfs</summary>  </details> Now stepping on floor plating in those areas will result in mobs drifting. (like they do inside the station when gravity is offline) Stepping on or near catwalks, lattices, or walls stills controls your movement. Also refactored a little bit of the `has_gravity` code to use defines instead of `TRUE/FALSE`. ## Why It's Good For The Game Consistency. Mag boots are highly recommended when performing EVA. ## Changelog 🆑 fix: Fix gravity for areas in space near station (solars, nearspace, bomb testing, etc.) /🆑 |
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cf100c7010 |
Fixes Hilbert's rigged analyzer not being able to scan the hotel orb (#88308)
## About The Pull Request Closes #87751 ## Changelog 🆑 fix: Fixed Hilbert's rigged analyzer not being able to scan the hotel orb /🆑 |
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03489c2773 | I'm legit happy we have a lint for var/static now | ||
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9f7d6dea62 |
Outfits that put items in your hand now respect if the outfit is visual only (#87355)
## About The Pull Request On a downstream, we have an antagonist, that is a less competent wizards. This antagonist's preview outfit has a beer bottle in their hand, which has caused runtimes, as the bottle did not have any reagents instantiated, and it tried check its length for sloshing. After putting in a check for the `initial` argument of `on_equip`, I have noticed that the problem goes deeper: the various procs that handle putting something in your hand do not pass along if the items is put in your hand as a preview or not. This PR adds a new optional var to these procs, ensuring that unwanted behaviour during previews won't trigger. I also swapped `visualsOnly` to snake case, as it looked inconsistent with the rest of the code style. ## Why It's Good For The Game Making the argument that ensures avoiding side effects during previews work with all kinds of items is good. ## Changelog 🆑 fix: if an outfit puts a reagent container in the preview dummy's hand, it will not try to slosh code: outfits putting items in your hand will respect the visual_only argument /🆑 |
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7d1c42de3c |
teleporter turrets are no longer magical (#87397)
## About The Pull Request they are bluespace and the description says so so they no longer are stopped by antimagic ## Why It's Good For The Game figure the real puzzle solution out noob ## Changelog 🆑 fix: teleport turrets are no longer magical and will not be stopped by antimagic /🆑 |
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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 |
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58501dce77 |
Reorganizes the sound folder (#86726)
## About The Pull Request <details> - renamed ai folder to announcer -- announcer -- - moved vox_fem to announcer - moved approachingTG to announcer - separated the ambience folder into ambience and instrumental -- ambience -- - created holy folder moved all related sounds there - created engineering folder and moved all related sounds there - created security folder and moved ambidet there - created general folder and moved ambigen there - created icemoon folder and moved all icebox-related ambience there - created medical folder and moved all medbay-related ambi there - created ruin folder and moves all ruins ambi there - created beach folder and moved seag and shore there - created lavaland folder and moved related ambi there - created aurora_caelus folder and placed its ambi there - created misc folder and moved the rest of the files that don't have a specific category into it -- instrumental -- - moved traitor folder here - created lobby_music folder and placed our songs there (title0 not used anywhere? - server-side modification?) -- items -- - moved secdeath to hailer - moved surgery to handling -- effects -- - moved chemistry into effects - moved hallucinations into effects - moved health into effects - moved magic into effects -- vehicles -- - moved mecha into vehicles created mobs folder -- mobs -- - moved creatures folder into mobs - moved voice into mobs renamed creatures to non-humanoids renamed voice to humanoids -- non-humanoids-- created cyborg folder created hiss folder moved harmalarm.ogg to cyborg -- humanoids -- -- misc -- moved ghostwhisper to misc moved insane_low_laugh to misc I give up trying to document this. </details> - [X] ambience - [x] announcer - [x] effects - [X] instrumental - [x] items - [x] machines - [x] misc - [X] mobs - [X] runtime - [X] vehicles - [ ] attributions ## Why It's Good For The Game This folder is so disorganized that it's vomit inducing, will make it easier to find and add new sounds, providng a minor structure to the sound folder. ## Changelog 🆑 grungussuss refactor: the sound folder in the source code has been reorganized, please report any oddities with sounds playing or not playing server: lobby music has been repathed to sound/music/lobby_music /🆑 |
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4c4930c71d | Merge branch 'master' of https://github.com/tgstation/tgstation into pulls-tg-to-fix-shit | ||
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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> |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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100e59272f |
[MIRROR] Fix grammar error on Hilbert (#29549)
* Fix grammar error on Hilbert (#86015) ## About The Pull Request Hilbert's Hotel is a mountain free zone. ## Changelog 🆑 LT3 spellcheck: Sneak a peek of Hilbert's Hotel, not a sneak peak /🆑 * Fix grammar error on Hilbert --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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31b13846bb |
Ports Beach Condo infinidorm from Nova, adds two new ones (#29552)
* infinidorms * others |
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5e6a4f1527 |
Fix grammar error on Hilbert (#86015)
## About The Pull Request Hilbert's Hotel is a mountain free zone. ## Changelog 🆑 LT3 spellcheck: Sneak a peek of Hilbert's Hotel, not a sneak peak /🆑 |
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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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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?       ## 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> |
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b540aaf8ab |
[MIRROR] Afterattack is dead, long live Afterattack (#28128)
* Afterattack is dead, long live Afterattack * wew * fixes --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> |
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ff6b41aa07 |
Afterattack is dead, long live Afterattack (#83818)
## About The Pull Request - Afterattack is a very simple proc now: All it does is this, and all it's used for is for having a convenient place to put effects an item does after a successful attack (IE, the attack was not blocked)  - An overwhelming majority of afterattack implementations have been moved to `interact_with_atom` or the new `ranged_interact_with_atom` I have manually tested many of the refactored procs but there was 200+ so it's kinda hard ## Why It's Good For The Game Afterattack is one of the worst parts of the attack chain, as it simultaneously serves as a way of doing random interactions NOT AT ALL related to attacks (despite the name) while ALSO serving as the defacto way to do a ranged interaction with an item This means careless coders (most of them) may throw stuff in afterattack without realizing how wide reaching it is, which causes bugs. By making two well defined, separate procs for handing adjacent vs ranged interactions, it becomes WAY WAY WAY more easy to develop for. If you want to do something when you click on something else and you're adjacent, use `interact_with_atom` If you want to do something when you click on something else and you're not adjacent, use 'ranged_interact_with_atom` This does result in some instances of boilerplate as shown here:  But I think it's acceptable, feel free to oppose if you don't I'm sure we can think of another solution ~~Additionally it makes it easier to implement swing combat. That's a bonus I guess~~ ## Changelog 🆑 Melbert refactor: Over 200 item interactions have been refactored to use a newer, easier-to-use system. Report any oddities with using items on other objects you may see (such as surgery, reagent containers like cups and spray bottles, or construction devices), especially using something at range (such as guns or chisels) refactor: Item-On-Modsuit interactions have changed slightly. While on combat mode, you will attempt to "use" the item on the suit instead of inserting it into the suit's storage. This means being on combat mode while the suit's panel is open will block you from inserting items entirely via click (but other methods such as hotkey, clicking on the storage boxes, and mousedrop will still work). refactor: The detective's scanner will now be inserted into storage items if clicked normally, and will scan the storage item if on combat mode /🆑 |
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3d09d377e6 |
[MIRROR] [no gbp] Fixes hilberts hotel alt click (#27895)
* [no gbp] Fixes hilberts hotel alt click (#83431) <!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Base alt click would skip turfs as I did not think any had special alt click behaviors. I was mistaken. The comment was too. Note: Checking can_perform_action() does not work on turfs. I added some simple checks for turfs in its absence. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Fixes #83430 <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added a screentip for hilbert's hotel door fix: Fixed alt-click interaction with hilbert's hotel door /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: san7890 <the@ san7890.com> * [no gbp] Fixes hilberts hotel alt click --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: san7890 <the@ san7890.com> |
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c0e0e9289f |
[no gbp] Fixes hilberts hotel alt click (#83431)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may not be viewable. --> <!-- You can view Contributing.MD for a detailed description of the pull request process. --> ## About The Pull Request Base alt click would skip turfs as I did not think any had special alt click behaviors. I was mistaken. The comment was too. Note: Checking can_perform_action() does not work on turfs. I added some simple checks for turfs in its absence. <!-- Describe The Pull Request. Please be sure every change is documented or this can delay review and even discourage maintainers from merging your PR! --> ## Why It's Good For The Game Fixes #83430 <!-- Argue for the merits of your changes and how they benefit the game, especially if they are controversial and/or far reaching. If you can't actually explain WHY what you are doing will improve the game, then it probably isn't good for the game in the first place. --> ## Changelog <!-- If your PR modifies aspects of the game that can be concretely observed by players or admins you should add a changelog. If your change does NOT meet this description, remove this section. Be sure to properly mark your PRs to prevent unnecessary GBP loss. You can read up on GBP and it's effects on PRs in the tgstation guides for contributors. Please note that maintainers freely reserve the right to remove and add tags should they deem it appropriate. You can attempt to finagle the system all you want, but it's best to shoot for clear communication right off the bat. --> 🆑 add: Added a screentip for hilbert's hotel door fix: Fixed alt-click interaction with hilbert's hotel door /🆑 <!-- Both 🆑's are required for the changelog to work! You can put your name to the right of the first 🆑 if you want to overwrite your GitHub username as author ingame. --> <!-- You can use multiple of the same prefix (they're only used for the icon ingame) and delete the unneeded ones. Despite some of the tags, changelogs should generally represent how a player might be affected by the changes rather than a summary of the PR's contents. --> --------- Co-authored-by: san7890 <the@san7890.com> |
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+18 |
ba5c112a86 |
Huge Mirror fixes (#27488)
* Fixes incorrect operator usage in mecha code (#82570)
## About The Pull Request
I completely screwed up and told the original PR author of #82415
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8e3f635b98 |
Alt click refactor (#82656)
## About The Pull Request Rewrites how alt click works. Based heavily on #82625. What a cool concept, it flows nicely with #82533. Fixes #81242 (tm bugs fixed) Fixes #82668 <details><summary>More info for devs</summary> Handy regex used for alt click s&r: `AltClick\((.*).*\)(\n\t.*\.\.\(\))?` `click_alt($1)` (yes I am aware this only copies the first arg. there are no other args!) ### Obj reskins No reason for obj reskin to check on every single alt click for every object. It applies to only a few items. - Moved to obj/item - Made into signal - Added screentips ### Ventcrawling Every single atmospherics machine checked for ventcrawling capability on alt click despite only 3 objects needing that functionality. This has been moved down to those individual items. </details> ## Why It's Good For The Game For players: - Alt clicking should work more logically, not causing double actions like eject disk and open item window - Added context menus for reskinnable items - Removed adjacency restriction on loot panel For devs: - Makes alt click interactions easier to work with, no more click chain nonsense and redundant guard clauses. - OOP hell reduced - Pascal Case reduced - Glorious snake case ## Changelog 🆑 add: The lootpanel now works at range. add: Screentips for reskinnable items. fix: Alt click interactions have been refactored, which may lead to unintentional changes to gameplay. Report any issues, please. /🆑 |
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1530f361c0 |
Removes unused code for HTML UIs (#82589)
## About The Pull Request This is the final PR for https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA that I've been slowly inching towards the past few months. This removes ``updateDialog``, ``updateUsrDialog``, ``IN_USE``, ``INTERACT_MACHINE_SET_MACHINE``, and everything surrounding it. Also fixes advanced camera consoles not booting you off when you're moved out of reach. We called ``check_eye`` on mob life whenever they had their machine var set, but their machine var would never be set to anything that actually used it, which I found to be a little funny but was also probably my fault. ## Why It's Good For The Game This is poor and unmaintained code used for HTML UIs that we no longer need thanks to TGUI, we should get rid of it to encourage the use of TGUI in the future instead. ## Changelog 🆑 fix: Advanced camera consoles now boots you off when you're moved out of reach. /🆑 |
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c41dd0e2f4 |
[MIRROR] Saves some free lag by removing some in area (in world) loops [MDB IGNORE] (#25977)
* Saves some free lag by removing some in area (in world) loops (#80644) ## About The Pull Request Goes through and changes some `in area` / `in a` loops to use `get_contained_turfs` to cut down on `in_world` loops. Saves some free lag. ## Changelog 🆑 Melbert fix: Some things which affect everything in an area are less laggy, the "all lights are broken" station trait especially /🆑 * Saves some free lag by removing some in area (in world) loops --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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279904e079 |
Saves some free lag by removing some in area (in world) loops (#80644)
## About The Pull Request Goes through and changes some `in area` / `in a` loops to use `get_contained_turfs` to cut down on `in_world` loops. Saves some free lag. ## Changelog 🆑 Melbert fix: Some things which affect everything in an area are less laggy, the "all lights are broken" station trait especially /🆑 |
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8cf3407f94 |
[MIRROR] Removes the attack_slime proc, and other slime refactors [MDB IGNORE] (#25963)
* Removes the attack_slime proc, and other slime refactors (#80487) ## About The Pull Request - **Removed attack_slime**. Most of the attack_slime content has been moved to a proc that signs up for COMSIG_LIVING_UNARMED_ATTACK. Its ugly, but will make converting slimes to a basic mob easier. They now use attack_animal for now, which might cause some unexpected interactions. Hopefully when they are converted to basic mobs, these can be cleared up properly. - This caused some issues with cyborgs, who used to get only half damage dealt to them. As refactoring this would have been too much of a difficult task without much real gain, after much pondering, I have decided that since slimes can always flash cyborgs with each of their strikes, maybe cyborgs should only fear slimes that have electric charges in them. In addition, slimes electric charges decrease now after they successfully zap an cyborg, making them more consistent with the zaps that affect carbons. AIs are still fully immune to slimes. - The slime.dm and slime.life files were extremely bloated, and unorganized. I have created two new files, defense.dm and ai.dm. I have moved the various attack_by/attack_hand/etc procs to defense.dm. Ai.dm now contains every single proc the slime's "AI" uses; this should help getting a clearer picture of the current functionality, which should aid with basic mob conversion and decision tree creation. The remaining files have been slightly organized, with overrides in front, and new procs at the back. - Created a proc for swapping out Adult and Baby states of a slime. Previously, attack_slime was in many cases ignoring fields like melee_damage_lower and melee_damage_upper, replacing it with magic numbers based on the slime's lifestate. Now these values are hard set by these procs. This has caused slimes to be more consistent, though baby slimes might do a bit less damage on the low end. I am tempted to turn these in datums in the future, or as part of this PR. - Removed baby slime's chance to accidentally attack a window/grille by bumping into it, they had 0 object damage anyways, unlike adult slimes, so there was no reason not to early return. - The proc of `handle_feeding` assumed adjustBruteLoss and adjustToxLoss return positive values when damage has been done, when in reality, it returns the total health change along with its direction. This meant slimes would fell off simple or basic mobs after a single bite. This has been fixed. - Also updated the warning before the slime type defines, as they were out of date. - I have removed the bespoke spacewalk override for slimes, which should allow them to drift, should gravity go out. - The nutrition stats are assigned only once, when the slime grows up, instead of compared to being an adult every life tick ## Why It's Good For The Game Less duplicated code. This refactor should help in the basic mob conversion process. Cyborgs have an easier time wrangling slimes, who could previously kill them in three hits, if charged. They are mostly encased in metal, they should feel fine when not hit with electric attacks. Lets slimes feast on delicious corgis. * Removes the attack_slime proc, and other slime refactors --------- Co-authored-by: Profakos <profakos@gmail.com> |
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45438b4f04 |
Removes the attack_slime proc, and other slime refactors (#80487)
## About The Pull Request - **Removed attack_slime**. Most of the attack_slime content has been moved to a proc that signs up for COMSIG_LIVING_UNARMED_ATTACK. Its ugly, but will make converting slimes to a basic mob easier. They now use attack_animal for now, which might cause some unexpected interactions. Hopefully when they are converted to basic mobs, these can be cleared up properly. - This caused some issues with cyborgs, who used to get only half damage dealt to them. As refactoring this would have been too much of a difficult task without much real gain, after much pondering, I have decided that since slimes can always flash cyborgs with each of their strikes, maybe cyborgs should only fear slimes that have electric charges in them. In addition, slimes electric charges decrease now after they successfully zap an cyborg, making them more consistent with the zaps that affect carbons. AIs are still fully immune to slimes. - The slime.dm and slime.life files were extremely bloated, and unorganized. I have created two new files, defense.dm and ai.dm. I have moved the various attack_by/attack_hand/etc procs to defense.dm. Ai.dm now contains every single proc the slime's "AI" uses; this should help getting a clearer picture of the current functionality, which should aid with basic mob conversion and decision tree creation. The remaining files have been slightly organized, with overrides in front, and new procs at the back. - Created a proc for swapping out Adult and Baby states of a slime. Previously, attack_slime was in many cases ignoring fields like melee_damage_lower and melee_damage_upper, replacing it with magic numbers based on the slime's lifestate. Now these values are hard set by these procs. This has caused slimes to be more consistent, though baby slimes might do a bit less damage on the low end. I am tempted to turn these in datums in the future, or as part of this PR. - Removed baby slime's chance to accidentally attack a window/grille by bumping into it, they had 0 object damage anyways, unlike adult slimes, so there was no reason not to early return. - The proc of `handle_feeding` assumed adjustBruteLoss and adjustToxLoss return positive values when damage has been done, when in reality, it returns the total health change along with its direction. This meant slimes would fell off simple or basic mobs after a single bite. This has been fixed. - Also updated the warning before the slime type defines, as they were out of date. - I have removed the bespoke spacewalk override for slimes, which should allow them to drift, should gravity go out. - The nutrition stats are assigned only once, when the slime grows up, instead of compared to being an adult every life tick ## Why It's Good For The Game Less duplicated code. This refactor should help in the basic mob conversion process. Cyborgs have an easier time wrangling slimes, who could previously kill them in three hits, if charged. They are mostly encased in metal, they should feel fine when not hit with electric attacks. Lets slimes feast on delicious corgis. |
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7cf7be4b7b |
[MIRROR] Tram v6/Transport Subsystem [MDB IGNORE] (#24399)
* Tram v6/Transport Subsystem * Update icon_smoothing.dm * Update utility.dm * defines/icon * Update airlock.dm * Update door.dm * Update airlock.dm * Update airlock.dm --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |
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7626c3bd6c |
Tram v6/Transport Subsystem (#78230)
Co-authored-by: Unit0016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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0c9149bf35 |
[MIRROR] Refactor gib code to use bitflags and have documentation [MDB IGNORE] (#24143)
* Refactor gib code to use bitflags and have documentation * Modular updates * Modular updates * Modular updates --------- Co-authored-by: Tim <timothymtorres@gmail.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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d6f79f4427 |
Refactor gib code to use bitflags and have documentation (#78754)
## About The Pull Request This takes all the gib related procs: - `gib()` - `spawn_gibs()` - `spill_organs()` - `spread_bodyparts()` And adds heavy documentation that communicates what the procs are used for and how the different bitflags affect them. The difference is noticeable: `gib(TRUE, FALSE, FALSE, null)` vs `gib(DROP_ORGANS|DROP_BODYPARTS)` The code is now much more legible which is important considering it's used in a lot of places! Another robust change, is that we had several places in the code where there were double negatives like so: ``` /mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts) if(!no_bodyparts) // DOUBLE NEGATIVES ARE BAD M'KAY?!? // do stuff here ``` This is a mindfuck to untangle. I inverted a lot of these parts so we don't lose our sanity. Last thing that was changed was a big `if()` loop in the `spill_organ()` proc. This was refactored to just be a simple `for` loop with `continue` statements where we needed to skip enabled bitflags. It's now shorter and cleaner than before. The only slight gameplay change this affects is that gibbing a mob now guarantees to drop all items unless the `DROP_ITEMS` bitflag is deliberately omitted. Some places like admin gib self, we don't want this to happen. ## Why It's Good For The Game Gib code is very old. (~15 years) People kept adding more arguments to the procs when it should have been a bitflag initially. By doing it this way, there is more flexibility and readability when it comes to adding new code in the future. ## Changelog 🆑 refactor: Refactor gib code to be more robust. qol: Gibbing a mob will result in all items being dropped instead of getting deleted. There are a few exceptions (like admin gib self) where this will not take place. /🆑 |
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d9624bdf97 |
[MIRROR] Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse [MDB IGNORE] (#23794)
* Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse * Update hilbertshotel.dm * Modular proc ref --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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1b96345e44 |
Multi-Z Support for Lazy Templates | Cleans up some turf flag misuse (#77786)
## About The Pull Request Adds multi-z support for lazy templates Also fixes some improper use and placement for turf flags ## Why It's Good For The Game Shadow needs/wants this for bit runner maps. Turf flags are also why lava has been generating in places it shouldnt. (inside of ruins) ## Changelog 🆑 fix: Lava can no longer occasionally generate inside of previously loaded templates and breach and/or destroy shit /🆑 --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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71da4ca73f |
[MIRROR] Refactors the notransform variable into a trait. [MDB IGNORE] (#23566)
* Refactors the `notransform` variable into a trait. * Update robot_upgrades.dm * modular --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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4b8de7b79f |
Refactors the notransform variable into a trait. (#78146)
## About The Pull Request Hey there, There were more than a few times (like in cinematic code) where we might need to accurately know the source of what's adding this trait (or have multiple sources for the whole 'we don't want this mob to do shit while we transform this mob'), so in order to rectify this potential issue, let's refactor it into a trait. ## Why It's Good For The Game Some code already declared that there might be issues with this being a boolean var (with no way of knowing _why_ we don't want this mob to not transform (or not do anything idk). Let's remove those comments and any future doubt in those instances with the trait macros. Also, stuff like `TRAIT_IMMOBILIZED` which does a similar thing in many contexts was already a trait that was regularly added in conjunction with flipping the variable, so we're able to flatten all that stuff into `add_traits()` and `remove_traits()` now. nice I also cleaned up quite a bit of code as I saw it, let me know if it should be split out but I guarantee that if I didn't do it- no one will for the next two years. ## Changelog 🆑 refactor: If you transform into another mob and notice bugs with interacting with the game world, please create a bug report as this framework was recently refactored. /🆑 Probably fucked up somewhere, lmk --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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16ccf6a165 |
[MIRROR] Fixes the Hilbert's research tram [MDB IGNORE] (#23448)
* Fixes the Hilbert's research tram (#78035) ## About The Pull Request Corrects the specific_tram_id helper for the Hilbert's Research to use the hilbert tram ID. I've also dropped the `.../hilbert/research` (tram-specific) paths in favor of simply `.../hilbert` ## Why It's Good For The Game Fixes the Hilbert Hotel Research ruin's tram, and also stops the malfunctioning tram event from being able to use that tram to start. (No more trams going haywire on maps without trams!) Closes #78018 ## Changelog 🆑 fix: Hilbert's Hotel Research ruin now has a functioning tram. As a side effect, the malfunctioning tram event should now only fire on maps with a tram! /🆑 * Fixes the Hilbert's research tram --------- Co-authored-by: Shadow-Quill <44811257+Shadow-Quill@users.noreply.github.com> |
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245ce7aba8 |
Fixes the Hilbert's research tram (#78035)
## About The Pull Request Corrects the specific_tram_id helper for the Hilbert's Research to use the hilbert tram ID. I've also dropped the `.../hilbert/research` (tram-specific) paths in favor of simply `.../hilbert` ## Why It's Good For The Game Fixes the Hilbert Hotel Research ruin's tram, and also stops the malfunctioning tram event from being able to use that tram to start. (No more trams going haywire on maps without trams!) Closes #78018 ## Changelog 🆑 fix: Hilbert's Hotel Research ruin now has a functioning tram. As a side effect, the malfunctioning tram event should now only fire on maps with a tram! /🆑 |
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a4fae9cdb5 |
[MIRROR] Immovable rod meets unstoppable tram [MDB IGNORE] (#23299)
* Immovable rod meets unstoppable tram (#77656) ## About The Pull Request Adds interaction between immovable rod and the tram for the rare occasions the rod hits it at the front or back while flying at a parallel angle. The rod will push/pull the tram in the direction it's flying until a short distance past the tram's usual landmark, eventually winning and carrying on. - Only applies to random rods, if the rod has a target it will ignore the tram as usual. - Looping rod only pushes the tram once. - As long as the tram has power, can be returned to the rails as usual by calling it. ## Why It's Good For The Game When the HoP is having a really unlucky day. https://github.com/tgstation/tgstation/assets/83487515/2f0393cd-f796-4b00-8674-d97e57358543 https://github.com/tgstation/tgstation/assets/83487515/f74c8497-8d62-4fcf-80a0-da7259160b7f ## Changelog 🆑 LT3 add: Immovable rod will now battle the unstoppable tram should they cross paths fix: Birdshot's maint tram doors now work properly fix: Tramstation's exterior light fixtures no longer get destroyed as soon as the tram moves code: Tram landmarks are now all subtyped instead of map varedits /🆑 * Immovable rod meets unstoppable tram --------- Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> |