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61 Commits
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10ff097c7c |
Fix click dragging something onto a tile with a decal (pool of oil/blood, etc) (#94200)
## About The Pull Request Clicking a floor decal (pool of oil, etc) while dragging something will move it onto it's tile ## Why It's Good For The Game Oversight Decals are cosmetic - Clicking on a decal should Move_Pulled as intended Some decals (pool of oil) take up nearly the whole tile - makes pulling onto that tile near improbable/frustrating in practice |
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d2f34e33be |
moves abstract_type up to datum, spawners wont spawn them (#92909)
## About The Pull Request moves all implementations (im aware of) for "Im a parent type dont spawn me please" to the datum layer to standardized behavior adds a standerized proc for filtering out "bad" items that we dont want spawning. applies to it the subtype vendor, gifts, and a new spawner and mystery box for a random gun (neither playerfacing) "port" of https://github.com/shiptest-ss13/Shiptest/pull/4621 https://github.com/user-attachments/assets/22f6f0b2-b44e-411a-b3dc-6b97dc0287aa small warning: I dont have EVERY abstract type defined right now but, ive done a good enough job for now. Im tired of data entry rn ## Why It's Good For The Game standardizing behavior. Might be a micro hit to performance however having this lets us not rely on icon state to determine whether something is a parent type and makes it much easier to tell something is a parent type (could be applied further to things like admin spawning menus and things like that). need feedback on if this is actually good for the game. ## Changelog 🆑 add: Soda cans show up in the silver slime drink table. add: Examine tag for items that are not mean to show up ingame. refactor: Standardizes how gifts rule out abstract types. fix: gifts no longer check if something has an inhand, massively expanding the list of potential items. /🆑 |
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b04ed3ce50 |
Decals will fall downwards (#90772)
## About The Pull Request Decals which attempt to spawn on an openspace turf will drop to the level below until they hit a solid turf. Here I demonstrate it with an average spaceman activity, spraying flour aimlessly out of a spray bottle:  ## Why It's Good For The Game The other day I watched a drunken miner flying around the upper levels of Catwalkstation and once he became blackout drunk his drunken personality decided to spin rapidly until he vomited. The vomit hovered in the air. This will not stand. ## Changelog 🆑 fix: You can now bleed or vomit onto people below you rather than creating puddles of substance hovering in mid-air. /🆑 |
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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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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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e90a9b4b68 |
Flattens The Floor Plane (Camera Update Too) (#84350)
## About The Pull Request Ok so like, side map right? It makes things higher up in the world render above things lower down in the world. Most of the time this is what we want, but it is NOT what we want for floors. Floors are allowed to be larger then 32x32, and if they are we want them to render based off JUST their layer. If we don't allow this grass turfs and others get cut off on their bottom edge, which looks WEIRD. In order to make this happen, we can add TOPDOWN_LAYER to every layer on the floor plane and disable sidemap. I've added documentation for this to VISUALS.md, and have also implemented unit test errors to prevent mixing TOPDOWN layers with non topdown planes (or vis versa). This new test adds ~1 second to tests, which is I think a perfectly scrumpulent number. EDIT: I nerd sniped myself and implemented sidemap layering and lighting for cameras (also larger then 32x32 icon support for getflat) The lighting isn't perfect, we don't handle things displaying in the void all that well (I am convinced getflat blending is broken but I have no debugger so I can't fix it properly), but it'll do. This came up cause I had to fix another layering issue in cameras and thought I might as well go all in.  ## Why It's Good For The Game Old:  New:  ## Changelog 🆑 fix: Grass turfs will render properly now. Reworked how floors render, please report any bugs! fix: Cameras now properly capture lighting fix: The layering seen in photos should better match the actual game /🆑 |
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8ec6e075de |
Adds a sleeve of tiling colors for several holidays. (#79188)
## About The Pull Request Inspired by #79108. This concerns Christmas, many national holidays and a few gimmicky ones where it'd make sense. Oh, yeah, I've also added "Sacrebleu" to the list of possible station prefixes for the Bastille day, since "Merde" is already there. <details> <summary>some screenshots (got tired of restarting the server over and over halfway through)</summary> ### St. Patrick (Ireland) :  ### Bastille Day (France) :  ### Waitangi Day (Union Jack colors, New Zealand) : **No, it isn't the french flag again, it's the tram tiles that always display the pattern in vertical stripes...**  ### Christmas (Before I realized it looks like the italian flag so I've removed the white) :  </details> ## Why It's Good For The Game Implemeting a smidge of festivity and/or celebration to several holidays. Open to suggestions and thoughts. ## Changelog 🆑 image: Several holidays now have themed floor and tram tiling. /🆑 |
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42543ac141 |
NEW STATION TRAIT: Radioactive Nebula (#76825)
## About The Pull Request Adds a new station trait: Radioactive Nebula! The station is located inside a radioactive nebula. Space background and lighting is different shades of green. Objects in space will also glow green. (This is kinda lying, since the glowing stuff isn't radioactive, you just get an element that slowly irradiates you, though people and certain objects that get the 'IRRADIATED' status may still double-whammy you) Do not go into space without rad-protected gear, or you will get very sick very fast. RAD-protection MODsuit modules spawn in robotics and are also immediately researched. The nebula does protect against external threats, like pirates, ninja's and nukies. They can still get to the station pretty well, but they can't stay in space for extended periods of time To make it more livable, public rad protection gear will spawn in lockers around the station. Everyone will also spawn with potassium iodide pills in their emergency box. Dynamics threat is also reduced by 30, so there's a proclivity towards more lower threat rounds when the radioactive nebula is present. Radioactive resonance virus cannot be generated though, since it kinda obliterates any and all challenge and threat  **Shielding**  In order to protect the station from radiation, nebula shielding units need to be constructed. Five spawn ready-to-built in engineering, and more can be bought pretty cheap from cargo. (Normal radstorms are disabled) The gravity generator has 20 minutes of innate shielding, where every nebula shielding unit adds another 20 minutes. 5 are needed to completely block all radiation even when the gravity gen is down, but constructing more is recommended in-case of sabotage/destructions/power outtages. Active nebula shielding will passively generate tritium. You can either vent/ignore this, or use it for something. I'm not an atmos tech but I'm sure you can do something with it _What happens when no shielding units are constructed/they all fail?_ The station will suffer a 5 minute long radiation storm, with only shuttles being excempt. The storm is nerfed strongly, and you can tank the 5 minutes, but you'll be pretty sick. After the 5 minutes are over, central command will send an emergency shielding unit which will block the radiation for 10 minutes and warn the station to set up nebula shielding. ## Why It's Good For The Game The station being inside a radioactive nebula shakes up a pretty major aspect of the game (that being the 'space' in space station 13). Hallway decals are colored green, display screens will display radiation markings, carps blend with the nebula, etc. Putting the station inside a radioactive nebula shakes up the rules of the game and what people can expect. Suddenly, you can no longer just go outside without taking meds or getting proper radiation protection, encouraging people to stay cozy and inside.  Inside, the crew gets the goal to set-up radiation shielding to defend themselves against the nebula, rewarding a creative engineering department with passive resource income and protecting the station against massive radiation storms. I think it's nice to give engineering something to set up. Even if they don't care, they can just plop it down somewhere in a closed room and be done with it. The radiation storm is pretty aggressive, but very survivable if you use your potassium iodide pills, the extra radiation suits or whatever chemistry has whipped up. Most importantly, it gives the entire station a common enemy: the nebula. Everyone is encouraged to prepare against the mechanics. Chemistry can make meds, viro can make protective virusses, robotics gets encouraged to make radprotected MODsuits, engineering gets to set-up radiation shielding, assistants can look at space or whatever assistants do. <details> <summary>Cool images</summary>     </details> ## Changelog 🆑 add: Adds a new rare radioactive nebula station trait! Get ready and PREPARE, before it gets in... tweak: Nearstation space area lighting may look slightly different /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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74892ae7ec |
Optimization pass focused on foam code (saves about 30% of cpu usage I think) (#76104)
## About The Pull Request Foam is crummy at high load rn, both because it runs on a low priority background subsystem, and because it wastes a bit of time. Let's reduce usage (while speeding up a bunch of other stuff too), and give it more cpu generally. [Optimizes reagent processing somewhat](https://github.com/tgstation/tgstation/commit/d409bd4afc3c208cd6f00ff406e1e9f78d5ac5ad) Turns out most of the cost of foam is the reagents it carries, and the varying effects they have I'm doing my best here to optimize them without touching "user space" too much That means doing things like prechecking if we're gonna spawn on top of an existing decal (from glitter, flour, etc), and using that same proc to also avoid spawning on unacceptable turfs (I had to convert inheritance to a bitflag system to make this work, but I think that's ok since we want it imparative anyhow) It's actually nice for code quality too, since it lets me clean up code that was using raw locates and weird var pong. god I wish I had implied types man [Optimizes foam spreading in its most accursed aspect, reagent copying](https://github.com/tgstation/tgstation/commit/5cc56a64ad1a22ba7467cb0446b9558560259437) Holy shit reagent code is a lot. I'm doing a bunch of small things here. istype in init -> typecache, removing procs that are called once and loop over a list we JUST looped over (ph and the caching for reactions in particular) I am mainly trying to optimize copy_to here, since that's what foam spams As a part of this, I removed a pair of update_total and handle_reactions calls that were done on the reagents we are copying FROM I have no god damn idea why you would want to do that, but if anything is relying on the copy proc modifying the source, then that code deserves to break Speaking of, I cleaned up handle_reaction's main filter loop a lot, removed a lot of redundant vars and changed it from a full loop w tracker vars to an early exit pattern This meant using a loop label, which is unfortunate, but this is the fastest method, and it does end up cleaning up the code significantly, Which is nice Oh also I made the required_other var function even if there is no atom attached to the reaction, since I don't see why it wouldn't This last bit is gonna get a bit esoteric so bear with me Failing calls (which are most of them) to handle_reactions are going to be fastest if they need to check as few reactions as possible One reagent in a reaction's required list is marked as the "primary", and thus gets to trigger checking it. We need all the reagents to react anyhow, so we might as well only check if we have one particular one to avoid double checking Anyhow, in order to make most calls the fastest, we want these reactions distributed as evenly as possible across all our reagents. The current way of doing this is just taking the first reagent in the requirements list and using it, which is not ideal Instead of that, lets figure out how many reactions each reagent is in, then divy reactions up based off that and the currently divvied reactions This doubles the reagent index count, and takes the most common reagent, water, from 67 reactions to I think like 22 Does some other general cleaning in reagent code too, etc etc etc [Fixes runtimes from the forced gravity element being applied more then once](https://github.com/tgstation/tgstation/commit/941d0676114fd455a585f2c65ffc79b81e8438b7) I feel like this element should take a trait source or something to make them potentially unique, it's too easy to accidentally override one with another [Removes connect_loc usage in atmos_sensitive, replaces it with direct reg/unreg](https://github.com/tgstation/tgstation/commit/de1c76029d5c49dff152f0ea168b9e6c4a4a04aa) I only really used it because I liked the componentization, but it costs like 0.2 seconds off init alone which is really stupid, so let's just do this the very slightly harder way [Micros foam code slightly by inlining a LinkBlockedWithAccess call](https://github.com/tgstation/tgstation/commit/744da3694cd4a85b3bdf44d754de57d7570bdd1c) This is in the space of like 0.05 seconds kinda save so I can put it back if you'd like, the double loop just felt silly [Changes how foam processes slightly](https://github.com/tgstation/tgstation/commit/ee5e633e3256fe7df229af71d78424d502459c16) Rather then treating spreading and processing as separate actions, we do both in sync. This makes foam fade faster when spreading, which is good cause the whole spread but unclearing foam thing looks silly. It also avoids the potential bad ending of foam spreading into itself, backwards and forwards. This is better I promise. [Bumps fluid priority closer to heavy eaters, moves it off background](https://github.com/tgstation/tgstation/commit/811797f09db7b060f75f15ad06d0ce8982375f47) Also fixes a bug where foam would travel under public access airlocks. ## Why It's Good For The Game Saves a lot of cpu just in general, from both init and live. In theory makes foam faster, tho I'd have to test that on live at highpop to see if I've actually succeeded or not. Guess we'll see. |
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4d1e34322f |
Macros multi-z code, removes the false premise of manual offsets (#76248)
## About The Pull Request [Removes the pretense of relative multiz levels](https://github.com/tgstation/tgstation/pull/76248/commits/0293fdc2bd8c8af7a0d18da33265e060789c71f7) Our multiz system does not support having a z level that is only connected one way, or which goes down backwards or anything like that. That's a fiction of the trait system, the actual backend has never really supported this. This pr removes the assumptions we were making backend around this, and uses that to save cpu time. I am also converting multiz_levels from an assoc list to a pure one, which saves significantly on access times and cleans up the code somewhat. Also I'm making the get_below/get_above procs into macros, for the sake of cpu time. [Converts the starlight disease to use BYOND's directional defines instead of our own](https://github.com/tgstation/tgstation/commit/7d698f02d991eb4e1bde56314c657cf6e48ceb5d) To some extent spurred on by https://github.com/DaedalusDock/daedalusdock/pull/298, tho it was known before ## Why It's Good For The Game Faster multiz code, faster init, etc etc etc |
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5c0c095079 |
Makes decals only caught on mapload & removes turf_loc_check (#76130)
Theres one player-facing change in this PR and it's that I removed human gibs from being valid in space turfs, making it more consistent with the other gib decals. I've cleaned up many instances of decals spawning in bad turfs on mapload in https://github.com/tgstation/tgstation/pull/75189, but making it error anytime in-game a decal is put over an invalid turf is bad as it punishes contributors for not optimizing their decals properly. This changes it so it only errors if it's on mapload, unit testing or not. I've also removed ``turf_loc_check`` and replaced instances of it with overwriting ``NeverShouldHaveComeHere``, which gives us greater control of where decals can be placed. This let me remove 2 subtypes that were made to have decals in specific places (which then got placed elsewhere, ruining it all). Mappers are still able to set decals to be placed anywhere, they just need to add it as a valid turf for that decal. |
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b5975bd915 |
Unit tests now catch decals in walls/space (#75189)
## About The Pull Request Unit tests will now fail if there's a decal in a wall or open space turf. Open space turf could be limiting to mappers but I don't think it makes sense for decals (like dirt, glass shards, etc) to be floating around in space in the exact same spot. If there's a decal you want to put in space, decals have a ``turf_loc_check`` var that will bypass this. **Important note: This is not changing existing behavior. Decals already delete themselves when they spawn in these incorrect locations, we're just avoiding them from spawning in the first place.** ### Changes I made - Ash flora are now lava immune, rivers spawn after flora does, so I decided that it would be easiest (and more flavorful) to have them be lava-immune rather than to not have them spawn at all. - Decals can now be spawned in non-turf locations. This is currently done by mail, which can give you bones as part of the mail. Currently it will just delete itself instead. - Trading Card button is now on the same tile as their display, which now uses an offset. Before it would spawn it on the tile next to it, which could be a wall in some instances. - Mirrors now have floating movement type. They ARE floating since they're attached to the wall, and it prevents them from burning up due to lava in the Pride ruin. - I also added a broken mirror subtype because I thought the icon_state check was terrible. - Bubblegum called ``DestroySurroundings`` several times on the same thing, I hopefully fixed some of that. Their charge ability also registered ``COMSIG_MOB_STATCHANGE`` despite ``/datum/action`` doing it by default, so I fixed that too. ## Why It's Good For The Game Decals in walls is already a bad idea, but currently all it does is delete it on Initialize. It would be better if we ensured they wouldn't spawn in the first place. ## Changelog 🆑 fix: Lava will no longer burn 6 of the mirrors in pride ruin fix: Lava will no longer burn plants that spawn in them. /🆑 |
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f97830c982 |
Change pride tiles to generic holiday tiles, add Tramstation support (#75665)
## About The Pull Request - Rewrites the Pride Week rainbow tiles coloring into a more generic 'Holiday' tile coloring proc so that it can be used by any holiday - Adds support for different color patterns - Adds support for the trimline decal subtype Tramstation uses - Adds stack types for tram tiles so that if you pull them up you can put them back - Fixes naming of tile decals ## Why It's Good For The Game - The generic proc allows us to specify a different color set for each holiday (think red white blue for July 4, or red/white/green for Christmas) - Players now have a way to put back tram platform tiles that have been pulled up - Tramstation gets colored tiles like the other maps  ## Changelog 🆑 LT3 fix: Tram platform tiles now have proper stack types refactor: Pride week tile coloring refactored into a generic holiday decal system spellcheck: Tile decals are no longer all named 'corner' /🆑 |
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1b5c0489a4 |
ex_act() will work on basic mobs again (lol) + Unit Test (#74953)
basically ex_act's implementation on basic mobs would call parent and then react to it's value, this is presumably to do the first check about space vine mutations and whatever. the problem is that the `/mob/living` implementation would itself also call parent, and that would always return null because `/atom/proc/ex_act` doesn't have a set return value. So, this simply would _always_ early return, with ex_act presumably *never* working on basic mobs for at least four months now. I decided to then change up the return values for pretty much all implementations of `ex_act()` since there was no rhyme or reason to returning null/FALSE/TRUE, and documenting why it's like that. Just to make sure I wasn't breaking anything doing this (at least on base implementations), I wrote a unit test for all of the three major physical types in game (objs, mobs, turfs) because i am a paranoid fuckar. we should be good to go now though. ## Why It's Good For The Game i noticed this because placing c4's on sargeant araneus wouldn't actually damage it whatsoever. now it actually does the stated 30 damage, but araneus has like 250 health so it doesn't actually matter in the long run. whatever at least it does the damn 30 now. also adds a unit test for this specific case as well as a range of other cases to ensure this stuff doesn't silently break in this way anymore |
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797840ff43 |
Fixes decals not layering as expected in world (#74232)
## About The Pull Request They just... were not passing their layer into the element. Stupeeed Rearranges some layers to ensure things work as they do now ## Why It's Good For The Game Closes #74165 Should fix weird decal layering. If it doesn't yell at me. ## Changelog 🆑 fix: Fixes decals layering weird in some cases /🆑 |
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f88edef0fb |
Space/Changeturf fixes and optimizations (#73261)
## About The Pull Request We've got a few space related things that are busted, and shuttle movement is slow. I'd like to try to improve these things, if just a bit. Long list of only tenuously related topics. Sorry for the shotgun blast #### [Fixes lazyloaded stuff having bad space](https://github.com/tgstation/tgstation/commit/d4de176a63f87d0f820e0cb610cd192750c897d6) We need to handle area transferring in maploading code under niche cases, and we also need to actually init reservation spaces we create. It's also redundant and potentially dupe creating to do area lighting handling in changeturf, because it gets touched in turf init anyway. Old me is stupid. #### [Adds some doc comments, yeets ssmappping/transit](https://github.com/tgstation/tgstation/commit/269717145d70a4a73198791ca50253c708ee3ac1) We had a reserved space for just shuttles to use, except it wasn't for just shuttles. So in theory if the space got clogged with other shit, the shuttles could have nowhere to actually use. It's better to just have the two groups share real estate. More sane ### The "Starlight is Slow" Block #### [Starlight optimization part one (don't check config for each individual turf you check for activity)](https://github.com/tgstation/tgstation/commit/7312a314bef281c1b85a377cf2dcb647a2045050) #### [Starlight optimization part two (infer context)](https://github.com/tgstation/tgstation/commit/be94c422ed76aa3f07b43cad4d1dc6b6148f135f) Starlight was causing each space turf to cause itself and its neighbor to constantly recheck if they had starlight off changeturf. The exact same effect can be had by taking advantage of some pre-existing information, namely if the space turf is gaining or losing a source of starlight. Essentially, instead of telling a turf to check all adjacent turfs to see if it's got starlight, we tell the turf if WE are a source of starlight, or if we might be taking something away from it. There's a bit of wasted cpu here but not much, if it's worth doing a register signal pattern for clearing depends on the case we're working with. Being intelligent about this makes things much faster, something in the neighborhood of 4 to 3 fold. I've also made openspace's starlight work better, cause the old pattern was a bit silly. ### Changeturf is Annoying (Microops) #### [Micro ops changeturf and turf deletion a bit](https://github.com/tgstation/tgstation/commit/386b3ab7fc2a820a9ffe3d2e39d78f96dc562d64) Don't do work if the thing you're working on doesn't exist, don't check every adjacent turf for firelocks on turf change (just have thefirelocks manage that), don't check all atoms on the turf for decals on turf change, similar. Also moves visibility changes from camera code into changeturf, to avoid unneeded work. Needs some extra work to optimize the guts for this path but I can do that! #### [Micros camera vis changes](https://github.com/tgstation/tgstation/commit/ebab69e9ea4adffd8787671f309f4ba27756c82e) We should only update vis when our opacity changes. In addition, we don't need all the camera handling fluff if we only want to update our turf's static groups. Also micros a camera net helper to be less crap for non multiz maps #### [Micros some open space atmos cases, alongside avoiding a for(null) in opacity handling](https://github.com/tgstation/tgstation/commit/72ae07ba1db1fb1c4434a4cdaecc78ea6a2864fc) #### [Ensures space_lit tiles never accidentially inherit lighting objects](https://github.com/tgstation/tgstation/commit/a99ff2265a4d1b157849fb7485adee17a3250df5) S dumb, and leads to space turfs having two sources of lighting, which looks wrong. This was invisible when their lighting was fullbright, but it sucks now. ### Misc Stuff #### [Cleans up stat tracking a bit to avoid collisions](https://github.com/tgstation/tgstation/commit/40fb8f21e20d5bd9ef2f989eb166e03b30d66b3d) #### [Cleans up a turf helper to not be stupid](https://github.com/tgstation/tgstation/commit/bf4ee6710026e6ca9922d0f1fa49020ebde8cd6f) WHY ARE YOU USING THE RANGED TURF HELPER IF YOU GO ONE TILE #### [Moves transit turf signal cleanup to destroy, I named this proc wrong](https://github.com/tgstation/tgstation/commit/c85c2cfc86f3b2dd224cae6b12e2fc428846c30b) I'm sorry @Time-Green #### [Adds better transit caching to shuttles](https://github.com/tgstation/tgstation/commit/35e85334c4f815da0cadd8172e9908267a01d334) Adds a max reserved transit size to the shuttle subsystem, to keep things in bounds. In addition, adds a soft cap under which existing transit space will get hold onto, to make repeated non escape/arrive shuttle movements faster Hopefully this makes common shuttle moves less bad. ## Why It's Good For The Game Speed |
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0f3a11f5bd |
Replace moveToNullspace in decal Destroy() to loc = null -- Saves 0.11s of init time (#71706)
This calls Exited(), Entered(), etc etc etc etc, and it is not necessary for this. Was 119ms, now 9. |
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e766444468 |
Changes our map_format to SIDE_MAP (#70162)
## About The Pull Request This does nothing currently, but will allow me to test for layering issues on LIVE, rather then in just wallening. Oh also I'm packaging in a fix to one of my macros that I wrote wrong, as a joke [removes SEE_BLACKNESS usage, because we actually cannot use it effectively](https://github.com/tgstation/tgstation/pull/70162/commits/c9a19dd7cce95038340ebd5c1a6e4cb27ee7c9ee) [c9a19dd](https://github.com/tgstation/tgstation/pull/70162/commits/c9a19dd7cce95038340ebd5c1a6e4cb27ee7c9ee) Sidemap removes the ability to control it on a plane, so it basically just means there's an uncontrollable black slate even if you have other toggles set. This just like, removes that, since it's silly [fixes weird layering on solars and ai portraits. Pixel y was casuing things to render below who shouldn't](https://github.com/tgstation/tgstation/pull/70162/commits/3885b9d9ed634cdc4c8041b19df5b5ea9a1a37ae) [3885b9d](https://github.com/tgstation/tgstation/pull/70162/commits/3885b9d9ed634cdc4c8041b19df5b5ea9a1a37ae) [Fixes flicker issues](https://github.com/tgstation/tgstation/pull/70162/commits/2defc0ad20a0ee7d12e0b071f6d31b6127b8765d) [2defc0a](https://github.com/tgstation/tgstation/pull/70162/commits/2defc0ad20a0ee7d12e0b071f6d31b6127b8765d) Offsetting the vis_contents'd objects down physically, and then up visually resolves the confliciting that was going on between the text and its display. This resolves the existing reported flickering issues [fixes plated food not appearing in world](https://github.com/tgstation/tgstation/pull/70162/commits/28a34c64f830660d7fb1cc669b9fc3ed9f5c7d61) [28a34c6](https://github.com/tgstation/tgstation/pull/70162/commits/28a34c64f830660d7fb1cc669b9fc3ed9f5c7d61) pixel_y'd vis_contents strikes again. It's a tad hacky but we'll just use pixel_z for this [Adds wall and upper wall plane masters](https://github.com/tgstation/tgstation/pull/70162/commits/89fe2b4eb40edc36879e4e1954dee8616be94522) [89fe2b4](https://github.com/tgstation/tgstation/pull/70162/commits/89fe2b4eb40edc36879e4e1954dee8616be94522) We use these + the floor and space planes to build a mask of all the visible turfs. Then we take that, stick it in a plane master, and mask the emissive plane with it. This solves the lighting fulldark screen object getting cut by emissives Shifts some planes around to match this new layering. Also ensures we only shift fullscreen objects if they don't object to it. [compresses plane master controllers](https://github.com/tgstation/tgstation/pull/70162/commits/bd64cc196a4265d42809eebbd1afa46fa33a576d) [bd64cc1](https://github.com/tgstation/tgstation/pull/70162/commits/bd64cc196a4265d42809eebbd1afa46fa33a576d) we don't use them for much rn, but we might in future so I'm keeping it as a convienince thing 🆑 refactor: The logic of how we well, render things has changed. Make an issue report if anything looks funky, particularly layers. PLEASE USE YOUR EYES /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com> |
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85b2d5043d |
Optimizes qdel related things (slight init time savings) (#70729)
* Moves spawners and decals to a different init/delete scheme Rather then fully creating and then immediately deleting these things, we instead do the bare minimum. This is faster, if in theory more fragile. We should be safe since any errors should be caught in compile since this is very close to a "static" action. It does mean these atoms cannot use signals, etc. * Potentially saves init time, mostly cleans up a silly pattern We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't block a space reservation, but this by nature consumes up to the threshold and a bit more of whatever working block we were in. This is silly. Should just be a subsystem, so I made it one, with support for awaiting its finish if you want to * Optimizes garbage/proc/Queue slightly Queue takes about 1.6 seconds to process 26k items right now. The MASSIVE majority of this time is spent on using \ref This is because \ref returns a string, and that string requires being inserted into the global cache of strings we store What I'm doing is caching the result of ANY \ref on the datum it's applied to. This ensures previous uses will never decay from the string tree. This saves about 0.2 seconds of init |
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72a5b79555 |
Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros (#69696)
* Removes overlay queuing, saves 6/7 seconds of initialize. Lightly modifies stat tracking macros So we have this overlay queuing system right? It's build with the assumption that the "add to overlay list" operation is real expensive, and is thus useful to queue removals or additions. It turns out that it just isn't, at least during init. In my testing the operation of queuing took LONGER then the actual overlay add/remove did. That's ignoring the cost of the subsystem's work. I've also modified part of the stat tracking macro, since it took a good bit of cpu time, and didn't seem to well, do anything. So far as I can tell it always evaluates to 1 |
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73d471637b |
Closets now initialize their contents on demand (more than 1.6 seconds of init time saved) (#69587)
About The Pull Request Closets now initialize their contents once in dump_contents(). This saves more than 1.6 seconds of init time (all /obj/structure/closet now initialize in 84ms). Not sure what assumptions this will break, there's a lot of closets, so separate PR. cl del: You can no longer see maint spawners before the round starts (but your rounds start faster now :) ) /cl |
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952c3ee0d3 |
Removes ComponentInitialize() (#69118)
* Removes ComponentInitialize() Completely removes ComponentInitialize() as a proc, which was called on every single atom in the game, twice in some instances (like new players), over something that can already be done with Initialize(). This is the second attempt at doing this, after the first attempt fell apart for some reason. This time it was way easier though, since storages are no longer a Component. * update icon blocker added before calling parent * Update code/game/machinery/porta_turret/portable_turret.dm Co-authored-by: san7890 <the@san7890.com> * adds a mapload while I'm here * moves human mood * Does some UNRELATED thing to the PR Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> |
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6c01cc2c01 |
every case of initialize that should have mapload, does (#61623)
## About The Pull Request stop forgetting to include mapload, if you don't include it then every single subtype past it by default doesn't include it for example, `obj/item` didn't include mapload so every single item by default didn't fill in mapload  ## Regex used: procs without args, not even regex `/Initialize()` procs with args `\/Initialize\((?!mapload)((.)*\w)?` cleanup of things i didn't want to mapload: `\/datum\/(.)*\/Initialize\(mapload` |
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daec5002fc |
Adds Neon Carpet (#59140)
Adds a couple varieties of neon carpet. Makes decals care about their plane in addition to their layer. |
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20d2fb6787 |
reverts Adds Neon Carpet (#55782), it appears to have been causing massive amounts of maptick (#56496)
It appears to have been causing massive amounts of maptick, this'll need a testmerge so we can test my hypothesis |
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1f1b58bb26 |
Adds Neon Carpet (#55782)
* Adds emissive carpet, adds plane support to decal element - Adds a basic abstract/debugging emissive carpet - Makes decals capable of supporting plane - Adds auto-smoothing decals * Adds simple neon carpet variations * Adds neon carpet reagents and recipes * Refactors emissive blockers to allow multiple layers of emissive / emissive blocking objects - Splits the emissive and emissive blocker plane masters into several plane masters which handle different layers of emissiveness. * Makes neon carpet tile stacks emissive * Rearranges and docs some emissive plane masters - Folds the overlay lighting plane master into the emissive planes since it is also used to mask the lighting plane * Fixes null mats_per_unit stack recombining after splitting - I think I broke this a while ago when I reworked how stacks handle materials. Whoops. - This basically only effects carpet at the moment. Good thing I did this when I did! * Adds neon carpets to cargo - Adds a cargo supply crate containing a _lot_ of neon carpets for 3000 credits * Fixes neon carpet highlights leaking through vending machines and such - Turns out vending machines axed their own emissive blockers whenever they updated their icon because they cleared their managed_vis_overlays... - Generic emissive blocking has been elementized and some update_overlays procs have been straightened out. * Fixes id_arg_index for the emissive blocker element * Commits @Rohsie's suggestions |
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3dad9ef20f | Refactors decals to an element (#53922) | ||
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0741b1977f |
Cleanable cleanup (#52477)
* Don't initialize the atom_colours list on atoms until it's actually needed * Moved bloody_hands var to mob/living/carbon/human instead * Added COMSIG_COMPONENT_CLEAN_RADIATION signal to reduce moms spaghetti The shower and suit storage unit now calls this signal instead of either doing it manually or doing it via the washed proc * Cleaned up carbon washing, renamed washed to wash * The wash proc now doesn't take the washer as first arg because that wasn't used anywhere * The wash strength is no longer optional * Carbons now overrides the wash proc instead of using the signal * Properly check for obscuredness before washing any equipped items * Properly wash all items and bloody hands etc * Added clean_lips proc for humans for cleaning any lipstick * Cleaned up washing. Washy stuff now calls wash instead of calling the clean signal directly * Renamed is_cleanable to ismopable, gives this category a more fitting purpose. Many things beyond floor decals are cleanable. It is now also determined using the atom layer instead to make it more generic. * Properly utilize the is_cleanable define * Added wash override for turfs where they also wash any mopables on the same tile * Space cleaner and cleaning element etc now simply washes the mob instead of doing its own manual cleaning on ~some~ equipped items * Non-component washables now simply override wash instead of registering for the clean signal * Fixed some left over clean signal registers not returning true * Added clean_strength var to space cleaner * Moved human wash proc next to the other washing procs * Also wash glasses and mask if not obscured when washing face * Fixed attempting to "scoop up" cleanable decals using a rag * Fixed plasmaman spacehelm icon not updating when washed Also removed a duplicated worn_overlays proc * Fixed head icon not updating when washing lipstick * Moved radioactive clean signal register to where it should be * Added atom radiate VV verb for debugging * Redesigned the CLEAN constants into a more sensible flags setup This makes it more dynamic, cleaning apparatuses can clean more specific than just a cleaning strength. * CLEAN_TYPE_* flags indicate a specific cleanable, such as blood, fingerprints or disease * CLEAN_* consts consist of a combination of cleaning types to make cleaning apparatuses have a consistent behaviour on what they clean * Fixed broken rad removal logic in showers * Apply suggestions from code review Co-authored-by: Rohesie <rohesie@gmail.com> * Removed unneccesary bool from sink code * Fixed wrongly named variable in turf wash * Renamed bloody_hands to blood_in_hands Co-authored-by: Rohesie <rohesie@gmail.com> |
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62676e72a8 |
Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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b7aa7ef4b4 | Saves a bit of memory per decal (#48985) | ||
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ccf3623c93 | Prevent deepfrying space (#40558) | ||
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e54f1d5342 |
The great floor tile purge (#40065)
* Converts all colored plasteel tiles to turf decals. * Removes now deprecated floor icons and paths. * Hotfixes on three maps. * Moves script to its own folder. * Fixes wild west. * Fixes holodeck * Fixes eye rape bug. * Fixes meta and lavaland biodome ruin having some missing textures. |
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cdf36c2c6f |
adds ambient occlusion as a client preference (#37406)
ambient occlusion is a shading technique that simulates how light behaves in the real world, where areas that aren't directly exposed to light tend to receive less lighting. In 3d rendered scenes with ambient occlusion present, this can easily be seen in corners and other crevices in geometry, and can also be visible when two objects are close to one another. cl deathride58 add: Added ambient occlusion. You can toggle this on or off in the game preferences menu. /cl |
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df1a99ed8d |
[READY] Fixes de-initialization of cleanables-ash (#35191)
* Fixes de-initialization of cleanables-ash * boop * :x * better execution * prevent pile-up * special ash * comment cleanup * cleanup 2 |
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50123b1e52 | Allows blobs to destroy decals | ||
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fbb5acd7a3 |
Ports Aurora's floor tile color turf decals (For mappers) (#34492)
* ports Aurora's floor tile color decals * replaces aurora's decals with new ones that actually have detail, renames turf_decal/corner to turf_decal/tile * corner > tile decal |
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9c20306439 |
Fixes decals being created on bad turfs (#34121)
* Fixes decals being created on bad turfs * Fix decal check * squash me daddy |
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84f0306761 |
Cleans up floors.dmi a bit and adds new turf decals. (#32860)
* Updates floors and decals as well as all relevant maps. * Fixes centcom compilation errors * Fixes some missing floors I did not see under blast doors whoops. * Removes a bunch of tags reeeee * Removes redundant icon states. * Updates almost all maps, mostly to deal with /black being changed to /dark. * Fixes pirate ship too. * Let's try that again fuck * Whoops extra area error * Proper conflict fixes. * Actual fixes now * Actual fixes. * Last couple of fixes hopefully at ninja's request. |
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04fa4eaf4c | Fixes turf_decal layering (#32466) | ||
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db6a0ed825 | cleans up turf decal | ||
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4d420b8975 |
Shuttle rotation refactor and significant performance upgrade (#31942)
* Shuttle rotation refactor * cleanup * fixes the air leak bug * Updates the turf decal component and cleans up some code * transfercomponents and some list optimization * Makes turf_decals cleanable in theory * review cleanup * final cleanup: decals work |
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721df8dacf | Cleans up some istypes not using helpers | ||
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41430d70db | Sets decal layer | ||
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065bda1cc2 | things | ||
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59ef81245b | Changes some 1s and 0s to TRUE and FALSE (#29144) | ||
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652d7b6ade | Fixes decal initialize errors (#28370) | ||
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5c3b433489 |
New syndicate cosmetics, turfs, and spawners. (#27760)
* Loads of syndicate battlecruiser related content. Clothing, turfs, areas, and a few mob spawners. * Moves new plaque turfs and all other ones to a new plaques dmi. * does what joan asked * whoops forgot to add some dmis and delete one * Adds syndicate energy turrets. * PROBABLY STILL OKAY * Unticks file dir? * Forgot to remove extra sprites in shuttles.dmi since they're now in proper dmis of their own in full size. |
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d0a517412e | Decals can no longer exist on inappropriate turfs | ||
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48da27feb8 |
CereStation (#24665)
* cerestation test build or something i dunno * map edits * added exosuit/cyborg consoles to bridge, added experimentor to science test chamber. added directional signs to bridges for basic department directions. * airless turfs HO * TUUUUBES * additional map edits * SM engine, partial Engineering rework * press x to .json * CIRCUITS * boss of this gym * map changes galore * atmos checkpoints + signs * Add cerestation.dm * quick fixes * map edits again * auth keypads + minimap * suit change, button fixes * maintenance + map + other stuff * map fixes out the wazoo * honk * wowzer * beware of basket-stealing bears, purges harmful heretic tags (for the most part) * removes the bone-zone |
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6470464ec1 |
Map Decals v.2 (#23385)
Simple decal system to replace turf stacking and icon state duplication. Plus simple script to help with path updates that are bit more complicated that search&replace. Fixes caution tiles turning into space. Fixes flipped corner decals. Fixes gas list property whitespace on replacing. |