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docker-build
321
Commits
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d14e538393 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-15-10-2025 | ||
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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 /🆑 |
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939f2fc9ac | Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync | ||
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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 /🆑 |
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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 |
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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 /🆑 |
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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
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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 /🆑 |
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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. /🆑 |
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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. /🆑 |
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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 /🆑 |
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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 /🆑 |
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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 |
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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 |
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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) /🆑 |
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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 /🆑 |
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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) /🆑 |
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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. /🆑 |
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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. /🆑 |
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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. /🆑 |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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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. /🆑 |
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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.  * 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.  ## 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. /🆑 |
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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.)  `/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.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  **Before**  **After**  🆑 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 /🆑 |
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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 /🆑 |
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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  ### 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.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  ### Comparison for a single spritesheet - chat spritesheet: **Before**  **After**  ## 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 /🆑 |
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6b69e9de3c | Update pill_press.dm | ||
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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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 /🆑 |
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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`. |
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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". |
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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 /🆑 |
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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 /🆑 |
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83b7fc798d | succesful -> successful (#88916) | ||
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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 /🆑 |
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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> |
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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> |
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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. /🆑 |
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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)  Large hypos working the same   </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> |
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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 /🆑 |
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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 /🆑 |
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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 /🆑 |
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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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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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 /🆑 |
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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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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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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. /🆑 |
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+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?       ## 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> |