## About The Pull Request
makes the "the" a "\the"
## Why It's Good For The Game
fixes#92822
## Changelog
🆑
spellcheck: fixes double the on acid on floors
/🆑
## About The Pull Request
Changes some logic in underfloor object and atmos component rendering to
make them look nicer when visible, but not accessible under floors. Also
changes how catwalks get rendered to improve their visuals when opened.
Before:

After:

## Why It's Good For The Game
Makes pipes look less shit. The rendering curse reigns eternal.
## Changelog
🆑
fix: Fixed vents and pipes partially poking out from under glass and
catwalk floors
/🆑
## 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
## About The Pull Request
This trainwreck of a PR is (hopefully) a final solution to all rendering
jank stemming from the new filter-based coloring system. I went over
every single instance of RESET_COLOR, either adding KEEP_APART or
rewriting them entirely so they render properly. I've also fixed blood
rendering issues by utilizing alpha filters and adding an abstract
"holder" appearance for worn items, which holds blood overlays on worn
clothing as to avoid coloring it. I've also fixed horrible
inconsistencies with atmos pipe coloring as a result (of getting sucked
down that rabbit hole) and converted all uses of COLOR_VERY_LIGHT_GRAY
in atmos code to ATMOS_COLOR_OMNI to avoid confusion.
MODsuit modules still get colored into MOD unit's color, need to
refactor their rendering for this.
Closes#88989Closes#87526Closes#89837
## Changelog
🆑
refactor: Audited all remaining coloring code - among noticeable
changes, blood should no longer get colored or "leak out" of item
bounds, atmos pipes no longer color weirdly and repairbots are white
again.
/🆑
## About The Pull Request
Looks through calls to `receive_damage` and replaces them with calls to
`apply_damage`
`receive_damage` is a gross to use internal proc that doesn't take into
account physiology (damage modifiers) or even update the mob's sprite
when taking damage
It should be avoided many uses - `apply_damage`, in fact, can take a
bodypart as a target, and is overall a lot easier and more ergonomic to
use.
"So what are valid uses of it?"
- Apply damage itself, and similar direct-damage procs
- Ensuring you deal an exact amount of damage to a bodypart
- Damaging a limb with no owner
## Changelog
🆑 Melbert
refactor: A ton of things now use the more correct method of applying
damage to you. Which means they will correctly factor in damage
modifiers and are less likely to break your sprite. Some examples
include embedded objects jostling around, chiropractice, and tackling a
wall. Report any oddities, such as extreme damage or bodyparts being
wrongly affected.
fix: Having acid splashed on your face may now disfigure you and make
you bald, as it once did three years ago.
fix: Itchy heretic trauma now better checks if the bodypart is covered
or not before determining if you should itch.
fix: "Repair Puncture" logs no longer mistakenly report you are
"Incising burned flesh"
/🆑
## About The Pull Request
Partial revert of #86701
Implements a shared holder particle system, somewhat inspired by
https://github.com/Baystation12/Baystation12/pull/34014 (thanks Kapu).
Atoms can be assigned "shared" particles via add_shared_particles, with
an optional "alternate" key passed as a second arg if you're planning to
edit the returned particle holder (for example, color it like slimed
status does). Removing is done via remove_shared_particles with an
option to delete the shared holder if nothing is using it anymore (on by
default). This system should be prioritized over normal particle holders
when a lot of entities would be using a certain particle effect (like
fires) as it conserves a lot of clientside performance.
Burning, acid, decaying, firestacks and slimed status now use this
system which should help with clientside performance and amount of atoms
created/destroyed.
## Why It's Good For The Game
Less clientside lag.
## Changelog
🆑
refactor: Firestacks, burning/acid/decaying effects and (brought back
after being temporarily removed) slimed status effects now use a new
"shared" particles system, which should considerably improve client
performance when encountering a lot of burning/slimed entities.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Fixes several errors to spelling, grammar, and punctuation.
## Why It's Good For The Game
## Changelog
🆑
spellcheck: fixed a few typos
/🆑
Productionizes #80615.
The core optimization is this:
```patch
- var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+ var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```
We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
## About The Pull Request
Fixes#79764
I was going to tackle this issue by slamming `TRAIT_NO_SLIP_ALL` on
Atrocinator users and calling it a day, but like, that didn't feel
proper.
So I thought hey, we could just give them the flying movetype, even
though they technically aren't flying it means they're unaffected by
things that flying would make you unaffected by.
Nope, this means the mob technically "negates gravity", so no falling
and no feetsteps.
Let's try floating - this give us feetsteps but no falling upwards.
So instead of going back to square one, with `TRAIT_NO_SLIP_ALL`, I
decided to go for the more complex route of just adding a movetype.
Hence, move type `UPSIDE_DOWN`. This covers situations where a mob would
be "floating" above the ground, but still walking. ...Negative gravity.
This means overall the Atrociator acts more as you'd expect - you don't
slip on ice, you don't trigger bear traps or mouse traps, you can walk
over railings, unaffected by conveyor belts, etc.
## Why It's Good For The Game
Makes the Atrocinator a lot more consistent with how you'd expect for it
to work.
Admittedly it is a bit niche use of movetypes, but it can possibly be
expanded to more things in the future, who knows? I applied it to mobs
on meat spikes (even though they don't move), just for proof of concept.
## Changelog
🆑 Melbert
fix: Atrocinating mobs will now behave more as you'd expect. Meaning
they don't slip on wet patches, can't trigger bear traps / landmines /
mouse traps, ignore conveyors, and can walk over tables and railings.
fix: Floating mobs are unaffected by conveyor belts, acid (on the
ground), glass tables
fix: Floating mobs won't squish stuff like roaches anymore
fix: Fixes bear traps triggering on floating / flying mobs
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Title summarizes all.
## Why It's Good For The Game
callback qdel bad runtime good
## Changelog
nothing playerfacing lets be real
## About The Pull Request
Renames m_intent to move_intent and moves it to the living level
renames tod to station_timestamp_timeofdeath
removes stun_absorption and see_override as one was unused and the other
was never actually implemented
## Why It's Good For The Game
Many vars on the mob and living level were intended to be on the living
and carbon level, but weren't for one reason or another. Generally it
was out of laziness to ensure the mobs being checked for these vars were
the intended mobs, and there's some todo comments on how they want it
changed in the future, though it never happened.
I'm hoping to get these all down in the future, I originally wanted to
move ``stat`` from mob to living but it had hundreds of errors so I
didn't want to do it all here.
## Changelog
Nothing player-facing.
## About The Pull Request
Fixes#76473
Title, This was broken cause I made xenos directly apply the acid
component
Makes the acid component a bit safer to directly add to something
## Why It's Good For The Game
Bug fixes good, cleaning my own mess. Surely now we can safely contain
xenos, right?
## Changelog
🆑 Seven
fix: Xeno's corrosion ability no longer breaks reinforced walls and
floors
/🆑
## About The Pull Request
Acid, when applied to a turf, does not immediately apply acid to the
turfs contents, instead just doing that in the acid component.
The acid component now does not destroy things under a turf, like pipes.
Alien acid no longer instakills mobs, Fixes#69577 (Acid component now
has an option not to apply acid to mobs on a turf).
Aliens can now touch acid.
## Why It's Good For The Game
Fixes some bugs with aliens and acid.
I don't really like how the acid now does not damage mobs at all, but
that seems to be what is intended.
I don't think that acid should be going through a turfs contents in
different places, plus I like the look of it not immediately applying
the acid to them better.
## Changelog
🆑 Seven
balance: Acid on a turf no longer immediately applies acid to its
contents
fix: Acid applied on a tile will no longer damage pipes below that tile
fix: Xeno's corrosive acid no longer instakills mobs
fix: Xenos can now touch acid
/🆑
This PR is way less than the file changes make it seem like it is.
Okay, first, the boring part:
- Picking up burning items is now a signal registered on the burning
component itself, instead of being a direct /obj/item/attack_hand()
check
- Sear sound now has an SFX define for convenience, since it is very
commonly used
- Fire stacks when extinguished on mobs will no longer clean acid on
items (WTF?)
## About The Pull Request
Generally cleans up code on both components.
Moves burn proc back to /obj level, I'm not sure why I moved it to /atom
level, it was unnecessary.
Acid component generalized so it can be used on any atom that uses
atom_integrity.
Fixes a bug where objects that stopped burning didn't update their burn
overlay properly due to bad removal logic and leftover code.
Standardizes examine messages on burning items by just slapping an
examine signal registration on the component.
Adds fire particles to items thanks to Lemon's PR:
https://github.com/tgstation/tgstation/pull/74524
## Why It's Good For The Game
Particles look cool


Bugfixes are good
Code improvements are good
## Changelog
🆑
add: Burning items now get (small) smoke particles. Sick.
fix: Burning objects now clear their burning overlay properly.
qol: Examining burning objects will always tell you that they are
burning.
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
This tracks the seconds per tick of a subsystem, however note that it is
not completely accurate, as subsystems can be delayed, however it's
useful to have this number as a multiplier or ratio, so that if in
future someone changes the subsystem wait time code correctly adjusts
how fast it applies effects
regexes used
git grep --files-with-matches --name-only 'DT_PROB' | xargs -l sed -i
's/DT_PROB/SPT_PROB/g'
git grep --files-with-matches --name-only 'delta_time' | xargs -l sed -i
's/delta_time/seconds_per_tick/g'
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Converts looping sounds from a list of play locations to just the one
* Updates all uses of looping sounds to match the new arg
* Adds an area based sound manager that hooks into looping sounds to drive the actual audio. I'll be using this to redo how weather effects handle sound
* Some structrual stuff to make everything else smoother
Timers now properly return the time left for client based timers
Weather sends global signals when it starts/stops
Looping sounds now use their timerid var for all their sound related timers, not just the main loop
* This is the painful part
Adds an area sound manager component, it handles the logic of moving into new areas potentially creating new
sound loops. We do some extra work to prevent stacking sound loops.
Adds an ash storm listener element that adds a tailored area sound manager to clients on the lavaland z level.
It's removed on logout.
Adds the ash_storm_sounds assoc list, a reference to this is passed into area sound managers, and it's modified
in a manner that doesn't break the reference in ash_storm (This is what I hate)
* Hooks ash storm listener into cliented mobs and possessed objects
* Documents the odd ref stuff, adds an ignore start var to looping sounds, fixes some errors and lint issues
* Applies kyler's review
banging
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
* Cleans up some var names, reduces the amount of looping we do in some areas
* Makes the code compile, redoes the movement listener to be more general
* fuck
* We don't need to detach on del if we're just removing signals on detach
* Should? work
* if(direct) memes
Co-authored-by: Kylerace <kylerlumpkin1@gmail.com>
Enter(), Entered(), Exit() and Exited() all passed the old loc forward, but everything except a single a case cared about the direction of the movement more than about the specific source.
Since moving multi-tile objects will have multiple sources of movement but a single direction, this change makes it easier to track their movement.
Cleaned up a lot of code around and made proc inputs compatible.
I'll add opacity support for multi-tile objects in a different PR after this is merged, as this has grown large enough and I don't want to compromise the reviewability.
Tested this locally and as expected it didn't impair movement nor produced any runtimes.
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.
Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.
(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
Redoes how geese handle eating shit, it was fucking stupid and caused harddels, and while this method is technically slower in the best case, it's a fucking goose
Fixes action related harddels, I hate how they work but at least this way they won't hold refs.
Fixes the hierophont causing its beacon to harddel
Removes the M variable from megafauna actions, it was used like a typed owner and caused harddels, so I burned it
Fixes target and targets_from harddels, replaces all setters of target with LoseTarget and GiveTarget, which should help maintain behavior. I'm not sure if this breaks anything, but if it does we should fix the assumptions that code makes instead of reverting this change
Fixes more area_senstive_contents related harddels, we need to allow the mob to move before clearing out its list.
Fixes marked object harddels (I'm coming for you admin team)
Fixes a language based human harddel
Fixes managed overlay related harddels (This was just emissive blockers, but I think this is a good safety net to have. If we clear the overlay list we should clear this one as well)
Fixes bot core harddels, I hate the fact that this exists but it has no reason to know who its owner is
Adds a walk(src, 0) to simple_animal destroy, it's the best bang for the buck in terms of stopping spurious harddels. Walk related harddels aren't that expensive in the first place, since byond does the same thing I'm doing here, but this makes finding mob harddels easier, so let's go with it
I fixed another source of part harddels, I hate fullupgrade so much
Fixes all the sound loop harddels
Creates update_name and update_desc
Creates the wrapper proc update_appearance to batch update_name, update_desc, and update_icon together
Less non-icon handling code in update_icon and friends
Signal hooks for things that want to change names and descriptions
99%+ of the changes in this are just from switching everything over to update_appearance from update_icon
The attack chain is a bit of a mess, and the introduction of signals hasn't helped in simplifying it.
In order to take a step into untangling this, I re-ordered the attack signals to no longer be by source type and instead to be grouped more modularly, as they are all members of the attack chain and function similarly. They all share the trait of potentially ending the attack chain via a return, but had several different names for it. I joined it into one.
Additionally, fixed a tk bug reported by @Timberpoes by adding a signal return check at the base of /mob/proc/RangedAttack
Lastly, removed the async call of /datum/mutation/human/telekinesis/proc/on_ranged_attack, which was added as a lazy patch to appease the linter complaining about a sleep on a signal handler (namely in /obj/singularity/attack_tk). Fixed the problem using timers.
Also cleaned some code here and there.
* Process procs now properly use deltatime when implementing rates, timers and probabilities
* Review fixes
* Geiger counters cleanup
Made hardsuit geiger code more similar to geiger counter code
Geiger counters are more responsive now
* Moved SS*_DT defines to subsystems.dm
* Rebase fix
* Redefined the SS*_DT defines to use the subsystem wait vars
* Implemented suggested changes by @AnturK
* Commented /datum/proc/process about the deltatime stuff
* Send delta_time as a process parameter instead of the defines
Also DTfied acid_processing
* Dtfied new acid component
Makes acid levels a component.
Merges the acid effect object into the component.
Reworks acids decay rates slightly.
Rebalances xenos acid spit so that they can still melt through walls.
Misc. associated changes:
Adds defines for a lot of the acid associated constants.
Documents clean types and adds CLEAN_TYPE_ACID
Adds and implements a return bitflag for COMSIG_COMPONENT_CLEAN_ACT
Adds a looping sound for acid.
Makes /atom/proc/acid_act return a boolean.
Fixes waterclosets creating a new reagent holder datum every time they are used.
Removes waterclosets regenerating reagents on-use and restricts their reaction volume to 5 units.
Adds and implements a couple reagent signals.
Renames a few vars so Rohesie can stop telling me to rename more vars.