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009d33f762 |
makeHologram() accepts optional color override + returns glow appearance (#95801)
## About The Pull Request modifies the makeHologram proc so you can set the color as an argument (defaults to the original blue colour) ## Why It's Good For The Game More versality in case you want to make something holographic and not blue. ## Changelog 🆑 code: makeHologram now allows a color override. /🆑 |
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5227e3e333 |
Reworks the mining MODsuit (#92948)
## About The Pull Request Slightly reworks the mining MODsuit to be more distinct from other mining gear and have its own designated role as an exploration and mining tool. - Base armor (when covered in ash) has been reduced to 50 from 60, being equal to that of an explorer suit with two goliath plates attached. However, entering the sphere mode will grant additional 20 armor, bumping it up to 70 (equal to that of a H.E.C.K. suit) - Integrated drill no longer mines instantly by default, instead having a delay of 0.25 seconds. However, when entering the sphere mode, the drill will overcharge and get back its instamine, as well as get halved power consumption. Currently, those two are mutually exclusive, and the drill cannot be used in the sphere mode. - Mining bomb cooldown has been reduced to 1s from 1.25s. They also now detonate much faster, and the detonation time matches their animation. The digging radius has been reduced back to 3x3 from 5x5, and their damage has been reduced to 28 from 48 to compensate increase in firing speed and reduced detonation delay making them much easier to use (functional DPS has been reduced from 36 to 28) - Rewrote ore bag a bit to try and make sure it doesn't break when depositing ores into the ORM. I only have faint suspicions of this being possibly being caused by ore getting deleted and leaving a null in the list, so removing it should hopefully? stop the bag from breaking. - The 0.25 slowdown is back, but it should be less of a problem considering that the sphere mode now is a much more viable traversal tool and not an utter joke aside from lava traversal. - The MODsuit now comes pre-equipped with a magnetic harness, which is now capable of stowing kinetic crushers in addition to guns. This should make using the sphere mode less of a pain in the ass, as you won't drop your weapon whenever you enter the sphere mode before you remember to put it in your suit storage slot. The delay on harnesses has also been reduced to 0.5 seconds, which should make them more comfortable to use, while still allowing someone to grab your gun if you're not careful. - The sphere mode can no longer traverse lava roundstart, instead requiring to be upgraded with two pieces of bileworm skin to get lava-resistant plating. This is meant to work together with #92877, being a part of ongoing effort to bring mining back in terms of speed and action level, reducing mining and exploration speeds in favor of higher ore spawns and more focus on gear and equipment progression. <img width="92" height="98" alt="image" src="https://github.com/user-attachments/assets/740ab28d-210d-4832-ba07-00dbd8680491" /> Additionally, both the mining drill and green raptor bumpmining has been nerfed (technically fixed, practically nerfed) by removing the diagonal movement... thing which allowed you to mine thrice as quickly and ignore the one-tick movement delay due to how diagonal movement works. https://github.com/user-attachments/assets/711e895f-e7e7-4cd9-b484-d7d11ff597af Its still fast and comfortable to use, just not absurdly fast. ## Why It's Good For The Game The mining MODsuit is in a very weird place both balance and progression wise. Its very easy to get if you ignore vents, it has good armor stats, it allows you to partly ignore being set on fire (or fully if you get the regulator module, but that requires more effort). I don't think that the buff was very needed, it was very strong as-is when used properly (with a yellow or green raptor mount) which not a lot of people seem to have realized. However, its still in a pretty pitiful state as its core feature (sphere mode) is nigh useless as the drill only works outside of it, and mines themselves are extremely clunky and uncomfortable to use. This leaves it only being useful for its cheap armor (without needing to kill goliaths), free GPS and ore bag that don't occupy your pockets, and ability to ignore environmental hazards. The solution I've decided to go with is reworking the MODsuit to be focused on mining and exploration rather than combat, being a good equipment piece for newer players and miners less interested in hunting megafauna. This carves the MODsuit its own niche rather than being weirdly slotted between base suits and contending with drake armor in terms of stats/effects. Roundstart lava crossing capabilities removal alongside bumpmining nerf is somewhat unrelated to the rest of the changes, it is a part of the exploration rework alongside #92877, which is intended to force miners to engage in combat more. Without the nerf, the suit is as fast as a yellow raptor, which lets it go through lavaland at absurd speeds when moving diagonally. (Yes, diagonal zig-zag movement ignoring the bump delay allows you to outspeed someone moving cardinally) More details about the project can be found in this [design doc](https://hackmd.io/@smart-kar/HkUINgBtke). The instamine ability of the sphere will likely get slightly nerfed in the future with the main batch of ore spread buffs and mining speed nerfs, but I've left it as powerful as a green raptor to not make the suit useless when compared to other options in the meantime. ## Changelog 🆑 add: Mining MODsuit has gained a magnetic harness for all of your crusher stowing needs. balance: Magnetic harnesses now take only 0.5 seconds to pick up your gun, and can pick up crushers. balance: Mining MODsuit has regained it small slowdown, and lost 10 melee armor. balance: Mining drill MODule is no longer instant (outside of the sphere mode of a mining MOD) balance: The mining sphere MODule now can break rocks when rolling into them, gives 20 melee and bomb armor when active, and has a shorter bomb cooldown, but bombs themselves have reduced damage and mining AOE. balance: Mining sphere MODule now requires an upgrade in form of two pieces of bileworm skin to be able to traverse lava, as opposed to being able to do so innately. fix: Fixed MODsuit ore bag sometimes breaking permanently when depositing ores into the ORM. /🆑 |
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5c6e35f283 |
Fix scanline rendersteps trying to new before SSatom had been created (#90643)
## About The Pull Request The real question is why wasn't this caught by TG CI ## Changelog 🆑 fix: fixed a runtime with holo emissive overlays /🆑 Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com> |
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008f727cd4 |
Fixes vehicle elevation (#89489)
## About The Pull Request Fixes #89481 I removed the code which de-elevated vehicles Also `TRAIT_NO_FLOATING_ANIMATION` continues to be a burden, causing the offset to reset. I fixed that as well. ## Changelog 🆑 Melbert fix: Fixed offset during vehicle traversal over boxes and tables, as well as while floating /🆑 |
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ffd97819c1 |
Pixel adjustments to mobs are now sourced / Refactors riding (#89320)
## About The Pull Request Fixes #85980 - Pixel adjustments are now sourced When tweaking a mob's pixel w, x, y, z, is is now done via `add_offsets` and must have a source string associated - Refactors riding Refactors how riding component selects the offsets to use. It's now all done via the getter rather than a weird mix of a var, a cache, and a getter. - Moves a bunch of animations to use `pixel_w` / `pixel_z` Largely to prevent conflicts with adjustments to a mob's pixel position, but also as many animations are not actual movements, but visual movements. Floating is one such example. ## Why It's Good For The Game It just works ## Changelog 🆑 Melbert fix: Fixed grab offsets not showing for anything but passive grab fix: Fix jank with mob offsets when riding things refactor: Refactored riding component, particularly how it selects layer and offsets. Report any oddities refactor: Refactored pixel offsets of mobs. Report any oddities /🆑 |
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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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c8e97c6611 |
Fix a spot of shitcode (#85683)
## About The Pull Request OD errors on invalid values for `color` in a color filter def, BYOND just fails silently and gives a white color matrix. I'm guessing this was going for identity matrix == white, but `/matrix` is not a color matrix. OD also errors on invalid values for `easing` in `animate`, which this also fixes an instance of ## Why It's Good For The Game Fix shitcode --------- Co-authored-by: ike709 <ike709@users.noreply.github.com> |
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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> |
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b57881f41d |
Fixes spasm_animation not resetting to initial values when finishing, slowly moving you downward. (#80793)
## About The Pull Request Calling `spasm_animation` repeatedly would slowly make the object move off the screen, moving southward for the winter. Example of chairs (One had `spasm_animation(10)` called twice, the other wasn't touched: Yes this is because it ends with a Translate(0,-1), leaving it a single pixel lower on the y axis than before Anyhow yes this should be fixed now. I can't actually confirm they look the same I've been staring at two instances of the game side to side with shaking chairs for so long I might get an actual spasm. They feel the same to me but I suggest you run this yourself and see (I suck at screen recording). |
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eedb505af0 |
Splits up most of atoms.dm (#79743)
No code changes, just a bunch of moved code to reduce the size of the main atoms file. Took it from about 2.2k lines to under 1k. Also a couple of docs changes where it was incorrect. |