Commit Graph
321 Commits
Author SHA1 Message Date
Roxy d14e538393 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 2025-10-15 19:34:41 -04:00
ArchBTWandGitHub b0e6e72c45 Makes plumbing synthesizers default to 5u (#93332)
## About The Pull Request

As Chemists, when make our massive plumbing factories we always use 5u
because anything under is pointless, and only makes our plumbing
factories slower, and takes up extra tedious/unnecessary time to setup.

This is simply a QoL change so that we don't have to keep pressing the
5u button when we make our synthesizers (its very tedious when working
on huge factories).

## Why It's Good For The Game

Less tediousness, notably when making huge factories

## Changelog

🆑 ArchBTW
qol: Makes plumbing synthesizers default to 5u
/🆑
2025-10-09 08:07:33 +02:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
SmArtKarandGitHub d532cc9003 Adds plumbing to toilets (#92695)
## About The Pull Request

Toilets no longer act as infinite instant water sources, instead working
like showers and sinks - requiring either plumbing, or water reclaimers
to restore their cistern's supply. If a toilet has a large enough fish
inside, or if someone accidentally drops a small item into it, when
flushing it'll spew out all of its cistern's contents around itself
(Dropped items can be removed using a plunger after a small delay).
Also fixed plunger act code on some plumbing objects, and converted
toilets to use item interactions.

### This is a commission for ImprovedName/Ezel

## Why It's Good For The Game

Makes toilets more intresting with plumbing, and brings them more inline
with other plumbing appliances so that way you can't just make a toilet
with 1 material sheet and conjure a infinite water resouce anywhere you
please without a water recycler.
Also you can get up to some silly stuff with foam production.

## Changelog
🆑
add: Toilets now require plumbing or water reclaimers to function, and
can get clogged by small items.
fix: Trying to use plungers on plumbing objects will no longer hit them
after finishing the interaction.
code: Updated toilet item interaction code
/🆑
2025-09-07 09:52:07 +02:00
nevimer b348b617a3 Merge branch 'master' of https://github.com/tgstation/tgstation into pupstream-2025-09-07
# Conflicts:
#	README.md
#	code/__DEFINES/admin.dm
#	code/__DEFINES/melee.dm
#	code/_globalvars/traits/_traits.dm
#	code/controllers/subsystem/economy.dm
#	code/datums/components/crafting/crafting.dm
#	code/datums/elements/crusher_loot.dm
#	code/modules/antagonists/pirate/pirate_shuttle_equipment.dm
#	code/modules/clothing/suits/_suits.dm
#	code/modules/escape_menu/leave_body.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/mining/equipment/mineral_scanner.dm
#	code/modules/mob/living/living.dm
#	code/modules/plumbing/plumbers/pill_press.dm
#	tgui/packages/tgui/interfaces/Vending.tsx
2025-09-07 00:37:52 -04:00
SmArtKarandGitHub aae353ebf8 Fixes unconfigured pill presses manufacturing pills that claim to be bottles (#92832)
## About The Pull Request

Packaging category was unset until you swapped the product type in the
UI, so it'd default to naming the pills bottles. Also decapitalized the
suffixes for parity with the rest of pills/patches/bottles.

## Changelog
🆑
fix: Fixed unconfigured pill presses manufacturing pills that claim to
be bottles
spellcheck: Decapitalized pill press suffixes for parity with the rest
of pills/patches/bottles
/🆑
2025-09-02 18:59:28 -07:00
SyncIt21andnevimer 796bb41477 Merges copy_to() into trans_to() for reagent holder (#92410)
## About The Pull Request
Merges `/datum/reagents/proc/copy_to()` ->
`/datum/reagents/proc/trans_to()`. Added a parameter `copy_only` to
indicate we want a copy operation

## Why It's Good For The Game
- Less code to maintain
- All the functionality of `trans_to()`[logging, transferring single
reagent, expelling reagents from stomach, etc] now applies for copying
reagents as well which was missing a lot of it, so we have consistent
behaviour

## Changelog
🆑
refactor: code for copying reagents has been refactored. Please report
bugs on github
/🆑

(cherry picked from commit a1d27e384d)
2025-08-08 15:29:11 -04:00
SyncIt21andGitHub a1d27e384d Merges copy_to() into trans_to() for reagent holder (#92410)
## About The Pull Request
Merges `/datum/reagents/proc/copy_to()` ->
`/datum/reagents/proc/trans_to()`. Added a parameter `copy_only` to
indicate we want a copy operation

## Why It's Good For The Game
- Less code to maintain
- All the functionality of `trans_to()`[logging, transferring single
reagent, expelling reagents from stomach, etc] now applies for copying
reagents as well which was missing a lot of it, so we have consistent
behaviour

## Changelog
🆑
refactor: code for copying reagents has been refactored. Please report
bugs on github
/🆑
2025-08-05 04:42:58 +02:00
_0StevenandRoxy da83749a25 Refactor iv drip attackby to item interaction, update screentips (#91940)
## About The Pull Request

Most of this is just the standard refactoring `attackby(...) >
item_interaction(...)`, and adding associated screentips.
The plumbing subtype doesn't need its own separate context code, because
the missing alt-click parts get overridden and thus aren't present
anyway.
The alt-click felt very unclear without feedback, so now makes the
standard clicking sound and plays a balloon alert.
The plumbing iv-drip wrench act no longer needs to check for combat
mode, as that's assumed for tool acts, and we use early returns instead
of that odd order of operations.
## Why It's Good For The Game

Less `attackby`
More screentips
More interaction feedback
## Changelog
🆑
refactor: Refactored IV drip item interactions. Please report any
issues.
sound: IV drip alt-click flow minimization/maximization makes the click
sound.
qol: IV drip alt-click flow minimization/maximization gives feedback.
qol: Updated IV drip screentips.
/🆑
2025-07-11 18:04:50 -04:00
_0StevenandGitHub d87847affa Refactor iv drip attackby to item interaction, update screentips (#91940)
## About The Pull Request

Most of this is just the standard refactoring `attackby(...) >
item_interaction(...)`, and adding associated screentips.
The plumbing subtype doesn't need its own separate context code, because
the missing alt-click parts get overridden and thus aren't present
anyway.
The alt-click felt very unclear without feedback, so now makes the
standard clicking sound and plays a balloon alert.
The plumbing iv-drip wrench act no longer needs to check for combat
mode, as that's assumed for tool acts, and we use early returns instead
of that odd order of operations.
## Why It's Good For The Game

Less `attackby`
More screentips
More interaction feedback
## Changelog
🆑
refactor: Refactored IV drip item interactions. Please report any
issues.
sound: IV drip alt-click flow minimization/maximization makes the click
sound.
qol: IV drip alt-click flow minimization/maximization gives feedback.
qol: Updated IV drip screentips.
/🆑
2025-07-09 14:22:16 +02:00
SyncIt21andRoxy 322d4effc5 Removes REAGENT_NOSPLIT flag (#91526)
## About The Pull Request
Because it does nothing.

The only reagents that had this flag were inverse reagents & some
medicines but those reagents already had their `inverse_chem` set to
null meaning they are incapable of splitting even without this flag.

From the comments it said the flag had something to do with stomachs
constantly calling `on_mob_add()` which would split the reagent twice
however upon inspecting stomach code no such thing exists so it didn't
create any problems.

Once the reagent enters the mob it splits just once because purity is
preserved when transferring the reagent to different organs so this flag
never had a chance to do anything

Less code to worry about

## Changelog
🆑
code: removed `REAGENT_NOSPLIT` flag
/🆑
2025-06-15 15:54:33 -04:00
SyncIt21andGitHub 932e4d2ecc Removes REAGENT_NOSPLIT flag (#91526)
## About The Pull Request
Because it does nothing.

The only reagents that had this flag were inverse reagents & some
medicines but those reagents already had their `inverse_chem` set to
null meaning they are incapable of splitting even without this flag.

From the comments it said the flag had something to do with stomachs
constantly calling `on_mob_add()` which would split the reagent twice
however upon inspecting stomach code no such thing exists so it didn't
create any problems.

Once the reagent enters the mob it splits just once because purity is
preserved when transferring the reagent to different organs so this flag
never had a chance to do anything

Less code to worry about

## Changelog
🆑
code: removed `REAGENT_NOSPLIT` flag
/🆑
2025-06-14 19:59:32 +02:00
BloopandRoxy c906b85d30 Audits wash/cleaning signals + refactors wash() to ensure no needless mob updates occur (#91259)
## About The Pull Request

This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.

This PR

1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary

## Why It's Good For The Game

Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.

## Changelog

Nothing really player facing
2025-06-05 20:05:19 -04:00
BloopandGitHub 2bae025bfe Audits wash/cleaning signals + refactors wash() to ensure no needless mob updates occur (#91259)
## About The Pull Request

This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.

This PR

1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary

## Why It's Good For The Game

Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.

## Changelog

Nothing really player facing
2025-06-02 18:54:53 +00:00
MrMelbertandRoxy bc2215667f Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-22 21:30:07 -04:00
sippykotandGitHub aa2214d566 Printable medipens & other chemistry product changes (#3840)
## About The Pull Request

Adds printable injectors to chemmaster and chemfactory, re-adds bottles
to chemmaster, fixes chemfactory being unable to print 100u bottles that
broke because of upstream changes - see changelog

## Why It's Good For The Game

bugs are bad, there's no real reason why you shouldnt be able to factory
1u pills
and, well... - printable injectors have been a very much requested
feature - we already have hyposprays, but they arent the kind of
disposable slop you can just throw out to crew and have their own issues
- having a 25u 1.5 sec injection is a good alternative to patches and
pills
having them be non-instant limits the potential to use them for murder
(piercing hypospray is still a much better option for that since you can
pump 50u of death slop into people...)

## Proof Of Testing

there would be some if github didnt refuse to load images for some
reason
i did test it a bunch of localhost though, i swear :3

## Changelog
🆑
add: printable 25u injectors, 1.5 sec injection time to other, instant
self inject, AP
add: you can print bottles and large bottles in the chemmaster, no more
pharmacy condimasters
qol: chemfactory can print items with less than 5u reagents now, down to
1u
fix: chemfactory can print 100u bottles properly again
fix: chemfactory doesn't call vials "bottles" anymore
image: added new injector sprites
/🆑
2025-05-21 12:12:20 -07:00
MrMelbertandGitHub 5261efb67f Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request

Melee attack chain now has a list passed along with it,
`attack_modifiers`, which you can stick force modifiers to change the
resulting attack

This is basically a soft implementation of damage packets until a more
definitive pr, but one that only applies to item attack chain, and not
unarmed attacks.

This change was done to facilitate a baton refactor - batons no longer
hack together their own attack chain, and are now integrated straight
into the real attack chain. This refactor itself was done because batons
don't send any attack signals, which has been annoying in the past (for
swing combat).

## Changelog

🆑 Melbert
refactor: Batons have been refactored again. Baton stuns now properly
count as an attack, when before it was a nothing. Report any oddities,
particularly in regards to harmbatonning vs normal batonning.
refactor: The method of adjusting item damage mid-attack has been
refactored - some affected items include the Nullblade and knives.
Report any strange happenings with damage numbers.
refactor: A few objects have been moved to the new interaction chain -
records consoles, mawed crucible, alien weeds and space vines, hedges,
restaurant portals, and some mobs - to name a few.
fix: Spears only deal bonus damage against secure lockers, not all
closet types (including crates)
/🆑
2025-05-19 13:32:12 +10:00
GhomandShadow-Quill 11d82b7995 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

Improving old code. And I want to be able to pet mobroaches while
holding them too.

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-29 18:22:44 -06:00
SmArtKarandShadow-Quill cabec4e11d Allows chemical presses to customize pill duration, chemmasters can now produce instant pills without the need for water (#90428)
## About The Pull Request

Chemical presses now have a setting to customize pill duration, at 3s by
default (like chemmasters). Both presses and chemmasters now have a
setting for 0s pills, previously the cap was 1 as allowing to completely
dissolve the coating with water was something I only implemented down
the line.
Also slightly cleaned up both chemmaster and chem press files so they
pass linters now.

- Closes #90427

## Why It's Good For The Game

Presses not being able to customize pill durations is kinda silly and
was an oversight on my part, same with 0s pills - you can achieve the
same result, and ideally you should be able to produce those with
presses, at which point there's no reason to not add them to
chemmasters.

## Changelog
🆑
add: You can now customize pill duration in chemical presses
balance: ChemMasters and chemical presses can now create 0s duration
pills.
/🆑
2025-04-29 17:44:07 -06:00
GhomandGitHub 339616ae78 You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request
People can now pet held mothroaches and pugs if they want to, or use
items on them, hopefully without causing many issues. After all, it only
took about a couple dozen lines of code to make...

...Oh, did the 527 files changed or the 850~ lines added/removed perhaps
catch your eye? Made you wonder if I accidentally pushed the wrong
branch? or skewed something up big time? Well, nuh uh. I just happen to
be fed up with the melee attack chain still using stringized params
instead of an array/list. It was frankly revolting to see how I'd have
had to otherwise call `list2params` for what I'm trying to accomplish
here, and make this PR another tessera to the immense stupidity of our
attack chain procs calling `params2list` over and over and over instead
of just using that one call instance from `ClickOn` as an argument. It's
2025, honey, wake up!

I also tried to replace some of those single letter vars/args but there
are just way too many of them.

## Why It's Good For The Game
Improving old code. And I want to be able to pet mobroaches while
holding them too.

## Changelog

🆑
qol: You can now interact with held mobs in more ways beside wearing
them.
/🆑
2025-04-23 20:18:26 +00:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
SmArtKarandGitHub d36f224dc2 Allows chemical presses to customize pill duration, chemmasters can now produce instant pills without the need for water (#90428)
## About The Pull Request

Chemical presses now have a setting to customize pill duration, at 3s by
default (like chemmasters). Both presses and chemmasters now have a
setting for 0s pills, previously the cap was 1 as allowing to completely
dissolve the coating with water was something I only implemented down
the line.
Also slightly cleaned up both chemmaster and chem press files so they
pass linters now.

- Closes #90427

## Why It's Good For The Game

Presses not being able to customize pill durations is kinda silly and
was an oversight on my part, same with 0s pills - you can achieve the
same result, and ideally you should be able to produce those with
presses, at which point there's no reason to not add them to
chemmasters.

## Changelog
🆑
add: You can now customize pill duration in chemical presses
balance: ChemMasters and chemical presses can now create 0s duration
pills.
/🆑
2025-04-07 18:40:20 +02:00
SmArtKarandGitHub eb2796831b [MDB Ignore] Refactors pills, patches, and generalizes stomach contents, nothing to see here. (#89549)
## About The Pull Request

Currently patches are a subtype of pills, and while they have the
``dissolveable`` var set to FALSE, barely anything checks it (because
people don't expect patches to be pills in disguise) so we end up
patches being dissolveable and implantable, which is far from ideal.
Both have been moved into an ``/obj/item/reagent_containers/applicator``
class, which handles their common logic and helps handling cases where
either one fits. As for gameplay changes:
* Pills no longer dissolve instantly, instead adding their contents to
your stomach after 3 seconds (by default). You can increase the timer by
dropping sugar onto them to thicken their coating, 1s per 1u applied, up
to a full minute. Coating can also be dissolved with water, similarly
-1s per 1u applied. Pills with no coating will work like before.
* Patches now only take half as long to apply (1.5s), but also slowly
trickle in their reagents instead of instantly applying all of them.
This is done via embedding so you could theoretically (if you get lucky)
stick a ranged patch at someone, although they are rather quick to rip
off. The implementation and idea itself are separate, but the idea for
having a visual display has been taken from
https://github.com/Monkestation/Monkestation2.0/pull/2558.

![dreamseeker_Ywd4jQcy3t](https://github.com/user-attachments/assets/7ce0e549-9ecd-4a8a-98ea-12e00754bdd9)
* In order to support the new pill mechanics, stomachs have received
contents. Pills and items that you accidentally swallow now go into your
stomach instead of your chest cavity, and may damage it if they're
sharp, requiring having them surgically cut out (cut the stomach open
with a scalpel, then cauterize it to mend the incision). Or maybe you
can get a bacchus's blessing, or a geneticist hulk to gut punch you,
that may also work. Alien devour ability also uses this system now. If
you get a critical slashing wound on your chest contents of your cut
apart stomach (if a surgeon forgot to mend it, or if you ate too much
glass shard for breakfast) may fall out. However, spacemen with the
strong stomach trait can eat as much glass cereal as they want.

Pill duration can also be chosen in ChemMaster when you have a pill
selected, 0 to 30 seconds.

![image](https://github.com/user-attachments/assets/1f40210e-74dd-49c2-8093-432a747ac8dd)

## Why It's Good For The Game

Patches and pills are extremely similar in their implemenation, former
being a worse version of sprays and pills, with only change being that
pills cannot be applied through helmets while patches and sprays ignore
both. This change makes them useful for separate cases, and allows
reenactment of some classic... movie, scenes, with the pill change. As
for stomach contents, this was probably the sanest way of implementing
pill handling, and everything else (item swallowing and cutting stomachs
open to remove a cyanide pill someone ate before it dissolves) kind of
snowballed from there. I pray to whatever gods that are out there that
this won't have some extremely absurd and cursed interactions (it
probably will).

## Changelog
🆑
add: Instead of dissolving instantly, pills now activate after 4
seconds. This timer can be increased by using a dropper filled with
sugar on them, 1s added per 1u dropped.
add: Patches now stick to you and slowly bleed their reagents, instead
of being strictly inferior to both pills and sprays.
add: Items that you accidentally swallow now go into your stomach
contents.
refactor: Patches are no longer considered pills by the game
refactor: All stomachs now have contents, instead of it being exclusive
to aliens. You can cut open a stomach to empty it with a scalpel, and
mend an existing incision with a cautery.
/🆑
2025-03-13 17:31:37 +01:00
itsmeowandRoxy 9ebcabb077 IconForge: rust-g Spritesheet Generation (#89478)
Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.

![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)

![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:

![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

**Before**

![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**

![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-12 17:10:20 -04:00
SyncIt21andRoxy 67ba6cb2f3 Final reagent enhancements (#89289)
## About The Pull Request
**1. Code Improvements**
- `get_reagent_log_string()` now won't round reagent volumes cause they
are already rounded by `update_total()` so its slightly faster
- `trans_to()` now logs reagents faster as it does it in place without
the overhead of passing the list to `get_external_reagent_log_string()`
which parses our list into another list which is just unessassary
- `trans_to()` is now faster performance wise as it no longer relies on
`remove_reagent()` to remove the reagent
- Merged `multiply_single_reagent()` into a single proc `multiply()`
which does the job for both single & multiple reagents to reduce code.
it now no longer uses proc `remove_reagent()` making it faster when
reducing reagents
- `copy_to()` no longer rounds its return value thus improving
performance & won't return false negatives for values lesser than 0.01

**2. Fixes**
- Fixes `multiply_single_reagent()` multiplying reagent subtypes as well
instead of just the target type as it uses `locate()`
- Fixes `multiply_reagents()` multiplying reagents twice. Notice how it
would call `_multiply_reagent()` & then again do the exact same thing as
that proc in the next line

https://github.com/tgstation/tgstation/blob/dfe9f50ad74507dabf8b9a534f385cad170c53c1/code/modules/reagents/chemistry/holder/holder.dm#L605-L609
- `convert_reagent()` actually uses the weighted ph. I was wrong in what
I assumed `override_base_ph` did

Just lesser & faster code overall

## Changelog
🆑
fix: multiplying reagents in cases like fishing & chem splash will yield
accurate results. New amounts differ from present values
fix: converting reagents actually yields correct ph again
code: improved performance of reagent logging
code: copying reagents won't return false negatives for values lesser
than 0.01
/🆑
2025-03-12 16:05:34 -04:00
itsmeowandGitHub cc335e7e9e IconForge: rust-g Spritesheet Generation (#89478)
## About The Pull Request

Replaces the asset subsystem's spritesheet generator with a rust-based
implementation (https://github.com/tgstation/rust-g/pull/160).

This is a rough port of
https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it
includes fixes for some cases I didn't catch that apply on TG.

(FWIW we've been using this system on prod for over a year and
encountered no major issues.)

### TG MAINTAINER NOTE


![image](https://github.com/user-attachments/assets/53bd2b44-9bb5-42d2-b33f-093651edebc0)

### Batched Spritesheets

`/datum/asset/spritesheet_batched`: A version of the spritesheet system
that collects a list of `/datum/universal_icon`s and sends them off to
rustg asynchronously, and the generation also runs on another thread, so
the game doesn't block during realize_spritesheet. The rust generation
is about 10x faster when it comes to actual icon generation, but the
biggest perk of the batched spritesheets is the caching system.

This PR notably does not convert a few things to the new spritesheet
generator.

- Species and antagonist icons in the preferences view because they use
getFlatIcon ~~which can't be converted to universal icons~~.
- Yes, this is still a *massive* cost to init, unfortunately. On Bee, I
actually enabled the 'legacy' cache on prod and development, which you
can see in my PR. That's why I added the 'clear cache' verb and the
`unregister()` procs, because it can force a regeneration at runtime. I
decided not to port this, since I think it would be detrimental to the
large amount of contributors here.
- It is *technically* possible to port parts of this to the uni_icon
system by making a uni_icon version of getFlatIcon. However, some
overlays use runtime-generated icons which are ~~completely unparseable
to IconForge, since they're stored in the RSC and don't exist as files
anywhere~~. This is most noticeable with things like hair (which blend
additively with the hair mask on the server, thus making them invisible
to `get_flat_uni_icon`). It also doesn't help that species and antag
icons will still need to generate a bunch of dummies and delete them to
even verify cache validity.
- It is actually possible to write the RSC icons to the filesystem
(using fcopy) and reference them in IconForge. However, I'm going to
wait on doing this until I port my GAGS implementation because it
requires GAGS to exist on the filesystem as well.

#### Caching

IconForge generates a cache based on the set of icons used, all
transform operations applied, and the source DMIs of each icon used
within the spritesheet. It can compare the hashes and invalidate the
cache automatically if any of these change. This means we can enable
caching on development, and have absolutely no downsides, because if
anything changes, the cache invalidates itself.

The caching has a mean cost of ~5ms and saves a lot of time compared to
generating the spritesheet, even with rust's faster generation. The main
downside is that the cache still requires building the list of icons and
their transforms, then json encoding it to send to rustg.

Here's an abbreviated example of a cache JSON. All of these need to
match for the cache to be valid. `input_hash` contains the transform
definitions for all the sprites in the spritesheet, so if the input to
iconforge changes, that hash catches it. The `sizes` and `sprites` are
loaded into DM.

```json
{
	"input_hash": "99f1bc67d590e000",
	"dmi_hashes": {
		"icons/ui/achievements/achievements.dmi": "771200c75da11c62"
	},
	"sizes": [
		"76x76"
	],
	"sprites": {
		"achievement-rustascend": {
			"size_id": "76x76",
			"position": 1
		}
	},
	"rustg_version": "3.6.0",
	"dm_version": 1
}
```

### Universal Icons

Universal icons are just a collection of DMI, Icon State, and any icon
transformation procs you apply (blends, crops, scales). They can be
convered to DM icons via `to_icon()`. I've included an implementation of
GAGS that produces universal icons, allowing GAGS items to be converted
into them. IconForge can read universal icons and add them to
spritesheets. It's basically just a wrapper that reimplements BYOND icon
procs.

### Other Stuff

Converts some uses of md5asfile within legacy spritesheets to use
rustg_hash_file instead, improving the performance of their generation.

Fixes lizard body markings not showing in previews, and re-adds eyes to
the ethereal color preview. This is a side effect of IconForge having
*much* better error handling than DM icon procs. Invalid stuff that gets
passed around will error instead of silently doing nothing.

Changes the CSS used in legacy spritesheet generation to split
`background: url(...) no-repeat` into separate props. This is necessary
for WebView2, as IE treats these properties differently - adding
`background-color` to an icon object (as seen in the R&D console) won't
work if you don't split these out.

Deletes unused spritesheets and their associated icons (condiments
spritesheet, old PDA spritesheet)

## Why It's Good For The Game

If you press "Character Setup", the 10-13sec of lag is now approximately
0.5-2 seconds.

Tracy profile showing the time spent on get_asset_datum. I pressed the
preferences button during init on both branches. Do note that this was
ran with a smart cache HIT, so no generation occurred.


![image](https://github.com/user-attachments/assets/3efa71ab-972b-4f5a-acab-0892496ef999)

Much lower worst-case for /datum/asset/New (which includes
`create_spritesheets()` and `register()`)


![image](https://github.com/user-attachments/assets/9ad8ceee-7bd6-4c48-b5f3-006520f527ef)

Here's a look at the internal costs from rustg - as you can see
`generate_spritesheet()` is very fast:


![image](https://github.com/user-attachments/assets/e6892c28-8c31-4af5-96d4-501e966d0ce9)

### Comparison for a single spritesheet - chat spritesheet:

**Before**


![image](https://github.com/user-attachments/assets/cbd65787-42ba-4278-a45c-bd3d538da986)

**After**


![image](https://github.com/user-attachments/assets/d750899a-bd07-4b57-80fb-420fcc0ae416)

## Changelog

🆑
fix: Fixed lizard body markings and ethereal feature previews in the
preference menu missing some overlays.
refactor: Optimized spritesheet asset generation greatly using rustg
IconForge, greatly reducing post-initialization lag as well as reducing
init times and saving server computation.
config: Added 'smart' asset caching, for batched rustg IconForge
spritesheets. It is persistent and suitable for use on local, with
automatic invalidation.
add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for
spritesheets.
fix: Fixed R&D console icons breaking on WebView2/516
/🆑
2025-03-03 14:58:27 +01:00
lessthanthree 6b69e9de3c Update pill_press.dm 2025-02-23 11:02:05 -08:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
SyncIt21andGitHub f1ee833823 Final reagent enhancements (#89289)
## About The Pull Request
**1. Code Improvements**
- `get_reagent_log_string()` now won't round reagent volumes cause they
are already rounded by `update_total()` so its slightly faster
- `trans_to()` now logs reagents faster as it does it in place without
the overhead of passing the list to `get_external_reagent_log_string()`
which parses our list into another list which is just unessassary
- `trans_to()` is now faster performance wise as it no longer relies on
`remove_reagent()` to remove the reagent
- Merged `multiply_single_reagent()` into a single proc `multiply()`
which does the job for both single & multiple reagents to reduce code.
it now no longer uses proc `remove_reagent()` making it faster when
reducing reagents
- `copy_to()` no longer rounds its return value thus improving
performance & won't return false negatives for values lesser than 0.01

**2. Fixes**
- Fixes `multiply_single_reagent()` multiplying reagent subtypes as well
instead of just the target type as it uses `locate()`
- Fixes `multiply_reagents()` multiplying reagents twice. Notice how it
would call `_multiply_reagent()` & then again do the exact same thing as
that proc in the next line

https://github.com/tgstation/tgstation/blob/dfe9f50ad74507dabf8b9a534f385cad170c53c1/code/modules/reagents/chemistry/holder/holder.dm#L605-L609
- `convert_reagent()` actually uses the weighted ph. I was wrong in what
I assumed `override_base_ph` did

Just lesser & faster code overall

## Changelog
🆑
fix: multiplying reagents in cases like fishing & chem splash will yield
accurate results. New amounts differ from present values
fix: converting reagents actually yields correct ph again
code: improved performance of reagent logging
code: copying reagents won't return false negatives for values lesser
than 0.01
/🆑
2025-02-17 00:45:13 +01:00
Penelope HazeandGitHub d0a7f955f8 Fix various issues with names in string interpolation (#89246)
## About The Pull Request
Commit messages should be descriptive of all changes.
The "incorrect `\The` macro capitalization" was intentional when it was
added, but as far as I know TG says "the supermatter" rather than "The
Supermatter," so it's incorrect now.
This is completely untested. I don't even know how you'd go about
testing this, it's just a fuckton of strings.
Someday I want to extract them and run NLP on it to catch grammar
problems...

## Why It's Good For The Game
Basic grammar pass for name strings. Should make `\the` work better and
avoid cases like `the John Smith`.
2025-01-29 17:46:03 +01:00
Penelope HazeandGitHub 4c2a76ede3 Fix a large number of typos (#89254)
Fixes a very large number of typos. A few of these fixes also extend to
variable names, but only the really egregious ones like "concious".
2025-01-28 22:16:16 +01:00
SyncIt21andGitHub ad860e8659 Some reagent rounding tweaks (#89167)
## About The Pull Request
- removed manual rounding of the reagent holder's `total_volume` from
wherever this var was used. It's already done by `update_total()` so
this makes that code slightly faster
- `add_reagent()` now won't return a false positive when adding reagent
amounts less than 0.01 if that reagent was being added for the first
time as it would get deleted immediately
- `remove_reagent()` & `get_reagent_amount()` now also don't round their
return value so you can work with more accurate values
- `trans_to()` won't return a false negative when transferring amounts
less than 0.01 even when the operation was successful. This also makes
it slightly faster cause we no longer round the return value

## Changelog
🆑
fix: adding/transferring reagent amounts less than 0.01 now won't return
false results
code: removed excessive rounding of reagent volumes thus slightly
improving performance
/🆑
2025-01-28 17:18:33 +01:00
SyncIt21andGitHub 0495a19beb Refactor for reagent signals (#88909)
## About The Pull Request
Refactors the way we listen for reagent changes. The changes made can be
listed as points

**1. Removes `COMSIG_REAGENTS_PRE_ADD_REAGENT`**
Used to stop new reagents from being added to the holder, its only
application is with the BRPED to stop inserting reagents into
beakers/cells stored inside it.

Rather than using this signal a cleaner solution is to simply remove the
component part's reagent holders' flags which allow us to insert
reagents into it(i.e. `REFILABLE`, `INJECTIBLE`, `DRAINABLE`) and
restore them back when that part is removed thus achieving the same
results.

Thus `add_reagent()` is now slightly faster because it no longer uses
this signal

**2. Removes every other signal used by the reagent holder**
Removes pretty much every other signal used by `holder.dm` which are
`COMSIG_REAGENTS_[NEW_REAGENT, ADD_REAGENT,
DEL_REAGENT, REM_REAGENT, CLEAR_REAGENTS]`

While yes, it is true that all these signals are unique & serve a
specific purpose the problem is no object in code respects their
uniqueness & instead clumps them up all together & hooks them onto one
proc to listen for "reagent changes". You see this code pattern repeated
in so many places


https://github.com/tgstation/tgstation/blob/9277364ef6449262e2c693ff6817925e074c47ce/code/modules/power/power_store.dm#L105

Not only does this look ugly but it also has a memory overhead (4 to 5
signal slots all performing the same action which is a lot compared to
the solution i implemented below). Bonus is that "none" of the
parameters passed to this proc are used so they go to waste as well.

So after removing a ton of code we need something that can still make
the code function which brings us to point 3

**3. Adds a new signal `COMSIG_REAGENTS_HOLDER_UPDATED` to rule them
all**

So if all objects in game are listening for "reagent
changes"[adding/removing, reagents] then we need to look at the proc
that is always called during these changes & that is none other than
`update_total()` so we let that send out a signal and cause all objects
to hook onto this 1 signal instead of 4 to 5 signals as explained in
point 2

## Why It's Good For The Game

This section isn't necessary but i want us to better appreciate both the
code & performance benifits of this PR.

1. First of all its waaaay less code and signals to worry about. Just
look at the number of lines of code removed compared to added. Nothing
more to say
2. Overhead of `RegisterSignal` compared to `RegisterSignals` is less
for obvious reasons
3. `remove_all` is significantly faster as it no longer calls
`remove_reagent()`[which in turn calls `update_total()` &
`handle_reactions()` per call & uses a for loop so its a nested for loop
of doom] for every reagent it removes, instead it does the work by
itself & calls the above 2 procs just once
4. Usually when a reagent is deleted it calls
`COMSIG_REAGENTS_REM_REAGENT` & `COMSIG_REAGENTS_DEL_REAGENT`. So if you
have a holder with like 3 reagents upon transferring/deleting them you
get a total of 6 signal calls!!. Now it's just 3(when using `trans_to`)
and just 1 when using `remove_all/clear_reagents`. Need i say more no

## Changelog
🆑
fix: hydrophonics circuit component actually sets output level when
reagents are changed in the tray
refactor: refactors how code listens for reagent changes. Report bugs on
github
/🆑
2025-01-28 03:12:59 +01:00
zoomachinaandGitHub 83b7fc798d succesful -> successful (#88916) 2025-01-10 13:03:36 +01:00
SyncIt21andGitHub f33c2759e4 UI data improvements for plumbing reaction chamber (#88881)
## About The Pull Request
- Catalysts would be stored in both `required_reagents` & `catalysts`
lists so it would occupy memory twice. This ensures they are stored in
their own respective lists thus saving memory
- Removes redundant `return FALSE` statements inside `ui_act()`. The
parent return value is already `FALSE` so we can just allow that to
return instead of explicitly specifying it when a certain condition
fails

## Changelog
🆑
code: improved ui data code for plumbing reaction chamber
/🆑
2025-01-06 18:18:33 -08:00
ed8fc2c866 Optimization for plumbing reaction chamber & catalysts (#88722)
## About The Pull Request
Plumbing components waste extra ticks in requesting reagents if those
requested reagents are stored in a reaction chamber & they are catalysts
which cannot be sent out. That is because the reaction chamber lies &
tells the pipeline it can give them inside it's
`/datum/component/plumbing/reaction_chamber/can_give()` proc but won't
actually transfer them if it has no excess to spare.

This doesn't cause errors because those components will eventually get
their requested values from other supplies but it takes extra ticks to
do so

This ensures the reaction chamber won't volunteer itself as a supplier
if it can't give out those catalysts thus enabling the pipeline to
request more accurate values by excluding that reaction chamber from its
list suppliers

## Changelog
🆑
code: plumbing reaction chamber won't waste extra ticks for the pipeline
when sending out catalysts
/🆑

---------

Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com>
2024-12-27 22:50:49 +01:00
a2b1aa9178 plumbing catalyst storag (#88404)
## About The Pull Request

see title
also see video



https://github.com/user-attachments/assets/23e2d128-1175-4779-87cf-74a4d4e6e1c1



## Why It's Good For The Game

doing in 1 machine what was once done by 3-4 is nicer for the chemist.
less materials wasted and more space available to play around in. also
has the side effect of making the output slightly higher since time
spent transferring catalysts can now be spent on transferring reagents
that are consumed instead

## Changelog
🆑
add: catalyst function for plumbing reaction chambers
/🆑

---------

Co-authored-by: SyncIt21 <VLord3D@gmail.com>
2024-12-24 09:51:58 +01:00
MothblocksandGitHub b0da42a03d IV drips now pull you closer and create a beam to you (#88217)
## About The Pull Request


https://github.com/user-attachments/assets/173c1753-3da4-4180-80ea-eb49d19e7b2f

Purely visual. Pulling someone from an IV drip is dangerous so it's nice
to make it more clear than the current very small appearance change that
doesn't give you any more information than that *someone* is connected.

If you review tell me on Discord bc I don't check GitHub

## Changelog

🆑
qol: IV drips now create a beam from their spout to your body, and will
visually pull you closer.
/🆑
2024-11-27 11:34:22 -07:00
8f8b4648ee Large hypo fix and new large bottles for chemistry press (#2481)
## About The Pull Request

Increases the chemical press capacity to 100 to allow large hypos to be
filled fully, and adds a new large bottle, capable of holding 100 units.

As a QOL request, the minimum size for things is now 1u.

## Why It's Good For The Game
why can we only fill large hypos halfway? 
Large bottles great for stuff like blood or synthflesh, or mixtures of
chems.
## Proof Of Testing
<details>
<summary>Screenshots/Videos</summary>

Large bottles (Filled and coming from the press)

![image](https://github.com/user-attachments/assets/022db0da-0dd8-4d98-85a2-da530bf96099)

Large hypos working the same

![image](https://github.com/user-attachments/assets/29c43f9e-c96a-4a26-b7f6-63ccf77953df)


![image](https://github.com/user-attachments/assets/f27105d0-4e83-4f08-aabe-edcef4ae24c3)

</details>

## Changelog
🆑
add: Chemical press can now fill large bottles (100u)
add: Adds large bottles
qol: Chemical press can now fill large hypos fully (100u)
qol: Chemical press can now dispense pills and patches at 1u
/🆑

---------

Co-authored-by: Waterpig <49160555+Majkl-J@users.noreply.github.com>
2024-11-23 18:59:08 +00:00
SyncIt21andGitHub b2cb8929c1 Adds checks for plumbing pill press (#88002)
## About The Pull Request
- Fixes #88001. Pllumbing pill press now reads the maximum volume of the
selected product instead of showing a constant of 50u. Patches have a
maximum volume of 40u so we send that to the UI
- Plumbing pill press now validates the selected container to see if
it's a valid printable option to prevent href exploits. It has the same
issue as #87779 but now that's fixed
- Plumbing pill press checks to see if the input volume is a number and
returns false to stop the UI from updating if not

## Changelog
🆑
fix: plumbing pill press advertises the correct maximum volume of your
selected product instead of always 50u on the UI
code: plumbing pill press validates selected container to prevent href
exploits
code: plumbing pill press validates input volume to see if it's a number
/🆑
2024-11-20 19:24:42 +01:00
MrMelbertandMajkl-J 404d40572f Duct interactions are nonblocking (#87050)
## About The Pull Request

Ducts don't block all interactions regardless of if it actually did
anyhting

## Changelog

🆑 Melbert
fix: Fixed manual construction of hygiene bots
/🆑
2024-11-11 00:43:37 -08:00
SyncIt21andGitHub d2c4470937 Refactors for grinding & juicing (#87735)
## About The Pull Request
- Grinding & juicing are now recursive operations (grind the item & all
its contents) not just for reagent grinder but also for mortar pedestal
& plumbing grinder so you can get all them juices
- Fixes #87719. Plumbing grinder won't destroy slime extracts after
grinding
- Mortar pedestal now grinds & juices more items since it correctly
checks if that object has more reagents to offer
- Reagent grinder, plumbing grinder & mortar pedestal now respect
`blend_requirements()` so you get consistent behaviour across them

## Changelog
🆑
fix: mortar pedestal now grinds & juices items that previously could not
be processed
fix: plumbing grinder won't destroy slime extracts after grinding
refactor: grinding & juicing code has been refactored overall. Please
report bugs on github
/🆑
2024-11-10 10:28:17 +01:00
Majkl-J e59d8ba64b Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b 2024-10-23 23:27:16 -07:00
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 7fa47a1fbe Duct interactions are nonblocking (#87050)
## About The Pull Request

Ducts don't block all interactions regardless of if it actually did
anyhting

## Changelog

🆑 Melbert
fix: Fixed manual construction of hygiene bots
/🆑
2024-10-06 06:47:21 +02:00
grungussussandGitHub 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
/🆑
2024-09-23 22:24:50 -07:00
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
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
John WillardandGitHub 1880003270 Reworks silicon/ai access checking & fixes some ui_act's (#84964)
## About The Pull Request

Currently to check for Silicon access, we do:
``if is silicon or is admin ghost or has unlimited silicon privileges or
has machine remote in hand``
What has unlimited silicon privileges? Bots, Drones, and admin ghosts.
To check for AI access, it just checks for AI instead of silicon, and
doesnt check for unlimited silicon privileges.

This was kinda silly, so I thought I should make this a little easier to
understand.
Now all silicon/ai traits come from ``AI_ACCESS_TRAIT`` or
``SILICON_ACCESS_TRAIT``. I made a single exception to keep Admin ghost,
since now instead of being a var on the client, we moved it to using the
same trait but giving it to the client instead, but since we have to
keep parity with previous functionality (admins can spawn in and not
have this on, it only works while as a ghost), I kept previous checks as
well.

No more type checks, removes a silly var on the mob level and another on
the client.

Now while I was doing this, I found a lot of tgui's ``ui_act`` still
uses ``usr`` and the wrong args, so I fixed those wherever I saw them,
and used a mass replace for the args.

Other changes:

- machinery's ``ui_act`` from
https://github.com/tgstation/tgstation/pull/81250 had ``isAI`` replaced
with ``HAS_AI_ACCESS``, this has been reverted. Machine wands and admin
ghosts no longer get kicked off things not on cameras. This was my
fault, I overlooked this when adding Human AI.
- Human AI's wand gives AI control as long as it's in your hand, you can
swap to your offhand. I hope this doesn't end up going horribly,
otherwise I'll revert this part. It should let human AIs not have their
UI closed on them when swapping to eat food or use their door wand or
whatnot.
- Bots previously had special checks to scan reagents and be
unobservant, I replaced this with giving them the trait. I also fixed an
instance of unobservant not being used, so now statues don't affect the
basic creature, whatever that is.

## Why It's Good For The Game

This is an easier to understand way of handling silicon access and makes
these mobs more consistent between eachother.
Other than what I've mentioned above, this should have no impact on
gameplay itself.

## Changelog

🆑
fix: Statues don't count as eyes to creatures.
fix: Human AIs and Admin ghosts no longer get kicked off of machines
that aren't on cameranets.
/🆑
2024-08-19 10:43:45 +00:00
+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>
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2024-08-14 09:07:45 +00:00