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129 Commits
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f16aa650fa | fixes descending pt1 | ||
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bc06c283dc | Cleans up some sparks code | ||
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a5a4b83a25 |
Sets prettier to run on the repo (#91379)
Prettier (an auto formatter) is set to only run within the tgui folder currently. This removes that limitation, allowing it to automatically format all supported files in the repo (.js, .html, .yml [etc](https://prettier.io/docs/)) I made a few exceptions for bundled and generated files I'm of the opinion that code should look uniform and am lazy enough to want CTRL-S to format files without having to think beyond that |
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f981acda23 |
map_export admin verb can now save atmos for turfs and canisters (#91051)
## About The Pull Request Due to the atmos complexity, this was split off from: - #90998 This takes the atmos gas mixture from a turf and converts it into a string for saving via the `map_export` verb. The behavior is as follows: - Space and wall turfs atmos are skipped - Rounds all gases to 0.01 decimal for their individual mole value - Any gases less than 0.01 moles get skipped This does not keep track of active fires since those have hotspots, active turfs, etc., which is way more complicated to save. Another caveat is the amount of characters the map reader needs to write is much larger since every turf (besides space/walls) will have different atmos due to mobs breathing, airlocks opening, etc. so I made this setting into a `SAVE_ATMOS` flag that you can apply when saving. This also keeps track of air inside of canisters. ## Why It's Good For The Game Atmospherics changes to the station can now be saved properly. ## Changelog 🆑 qol: `map_export` admin verb can now save atmos for turfs and air canisters /🆑 |
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f1f611e500 |
Force UTC±0 for time2text logging and IC times (#90347)
## About The Pull Request This won't actually do anything on live, since those are all set to UTC±0 currently Pins logging and IC uses of time2text to UTC±0 instead of using the system timezone (byond default) Timezones not being set to utc0 caused issues before (and is again) All timezones are now passed explicitly to make it more likely it's cargo culted properly at least Deletes worldtime2text cus it was gameTimestamp default args ## Why It's Good For The Game Server timezone changes probably shouldn't affect logging, round times, file hashes, IC time, when you caught fish, etc ## Changelog 🆑 refactor: Logging and IC timestamps will now always use UTC±0 and not be affected by server system timezone changes fix: Station and round times will not longer be incorrect if the system timezone is not UTC±0 /🆑 --------- Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com> |
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753d8e5ba4 | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a | ||
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5d3519b9cf |
Adds Dustself, dust smite, divine smites (#89973)
## About The Pull Request - Adds `dustself` admin verb - Adds Dust admin smite - Does what it says on the tin - Adds Divine smites - Variations of smites that come with the prayer sound and special effects - so you can get the message across that this is a punishment from god. https://github.com/user-attachments/assets/1cf89ece-3e89-4135-a984-79ca10c278a6 ## Why It's Good For The Game - Request. Parity for `gibself` - Request. Parity with "Gib" - Request. Someone wanted to add some more flair to smites so I obliged. ## Changelog 🆑 Melbert admin: Adds "Dustself" admin: Adds "Dust" smite. Does what it says on the tin admin: Adds "Divine" smites. They are variations of normal smites themed around divine intervention. /🆑 |
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b9c803a9d8 |
Base implementation of /datum/persistent_client (#89449)
Converts `/datum/player_details` into `/datum/persistent_client`. Persistent Clients persist across connections. The only time a mob's persistent client will change is if the ckey it's bound to logs into a different mob, or the mob is deleted (duh). Also adds PossessByPlayer() so that transfering mob control is cleaner and makes more immediate sense if you don't know byond-fu. Clients are an abstract representation of a connection that can be dropped at almost any moment so putting things that should be stable to access at any time onto an undying object is ideal. This allows for future expansions like abstracting away client.screen and managing everything cleanly. |
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a0e862d575 |
Base implementation of /datum/persistent_client (#89449)
## About The Pull Request Converts `/datum/player_details` into `/datum/persistent_client`. Persistent Clients persist across connections. The only time a mob's persistent client will change is if the ckey it's bound to logs into a different mob, or the mob is deleted (duh). Also adds PossessByPlayer() so that transfering mob control is cleaner and makes more immediate sense if you don't know byond-fu. ## Why It's Good For The Game Clients are an abstract representation of a connection that can be dropped at almost any moment so putting things that should be stable to access at any time onto an undying object is ideal. This allows for future expansions like abstracting away client.screen and managing everything cleanly. |
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b6b8306fda | Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a | ||
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7a817300fd |
Improve and extend fieldset_block and examine_block (#88678)
## About The Pull Request Maked `fieldset_block` and `examine_block` more stylish and neat, also `fieldset_block` no longer has a centred title. Renamed `examine_block` to `boxed_message` and adds `custom_boxed_message` which can be colored. - AdminPMs, admin tickets and vote results has been wrapped into `fieldset_block` for comfort and visibility - Health Analyzer results painted to blue - Vote notice and tips of the round wrapped to purple `custom_boxed_message` - Tooltip text border color, now uses text color, not just white ## Why It's Good For The Game Demonstration in both themes <details><summary>Dark</summary>    </details> <details><summary>Light</summary>    </details> ## Changelog 🆑 qol: AdminPMs, admin tickets, vote results and started vote notification are now much more visible in the chat. qol: Boxed messages in chat (like examine), has been restyled. /🆑 |
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7e55bba4fb |
Hud elements and certain in-world objects will now change your cursor to indicate they are clickable (windows style) (#88470)
## About The Pull Request Basically just goes through and adds `mouse_over_pointer = MOUSE_HAND_POINTER` to a bunch of screen elements (player hud and lobby menu) Also adds it to very small wall mounted objects like buttons, fire alarms, and light switches https://github.com/user-attachments/assets/c501cd3d-8efd-4fd0-a486-a53f2102a2cb https://github.com/user-attachments/assets/89f7cdcb-b40c-4ef3-b578-fee66ddf1ce2 ## Why It's Good For The Game - Makes interacting with screen elements a bit more tactile - Makes it a bit easier to click on tiny buttons and such (being able to know when you're actually hovering the thing) - Maybe can be expanded to more world objects to indicate they are clickable vs non-interactable? ## Changelog 🆑 Melbert qol: Hovering over clickable screen elements will now update your mouse cursor to indicate they're clickable qol: Hovering over small wall mounts (light switches, buttons, fire alarms) will now update to mouse cursor indicating you're hovering them /🆑 |
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25289b8bc6 | fixes a fuck load of sounds | ||
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e59d8ba64b | Merge commit '179a607a90ad7ec62bdaff4e6fe72af60ee56442' of https://github.com/tgstation/tgstation into upstream-24-10b | ||
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d4ac95a0e1 |
Nobody expects the span inquisition: replaces most <span>s with macros (#86798)
## About The Pull Request 123 changed files and multiple crashes after writing broken regex, I replaced most remains of direct spans with macros. This cleans up the code and makes it easier to work with in general, see justification for the original PR. I also fixed a bunch of broken and/or unclosed spans here too. I intentionally avoided replacing spans with multiple classes (in most cases) and spans in the middle of strings as it would impact readability (in my opinion at least) and could be done later if required. ## Why It's Good For The Game Cleaner code, actually using our macros, fixes borked HTML in some places. See original PR. ## Changelog Nothing player-facing |
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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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d086ca70e5 |
[MIRROR] Items in your hands can catch fire (#28247)
* Items in your hands can catch fire (#83867) ## About The Pull Request Recently we allowed items held in your hands to catch fire if you catch fire. This makes sense but the code had a few oversights, then we reverted it. This PR reintroduces the feature, but with a few refinements. The basic feature is simple: If you are on fire then items you are holding will also catch fire, in the same vein as items you are wearing on your head or hands. There are also a few caveats we forgot about the first time we added this: - If your gloves cannot catch fire, your held items will not catch fire (because your hands aren't on fire). - If you are extinguished, your held items will also be extinguished. - Stopping, Dropping, and Rolling on top of any items will also extinguish those items. As part of this change, after an argument about whether or not this is an oversight in coding-general, I've made the proc `get_equipped_items` take a bitflag instead of a series of booleans as an argument and added a new one for "include held items", so that we need no longer argue about whether holding something counts as "equipping" it (in all other parts of the game than this proc, it does). This is what gives the PR most of its code footprint, don't be scared. ## Why It's Good For The Game Items you are holding in your hands _should_ catch fire if everything else on your person is on fire, and taking an item off of your body to put it in your hands shouldn't protect it from fire, because those things don't make intuitive sense. If we want an item to be able to catch fire when worn, then it should do so. This might expose some issues where we were improperly setting the flammability flags on items, but any weapon which will burn in your hands now would also have burned if you were wearing it on your belt or back, so making those issues more visible should be a bonus (we'll also stop them from burning on your back or belt). If you see someone holding a piece of paper that you really don't want them to read you can now set them on fire to stop them from reading it, whereas previously they would deftly hold the very flammable object out of reach of their flaming body. ## Changelog 🆑 balance: Items held in your hands can catch fire. balance: Items you are holding won't catch fire if your hands cannot catch fire. balance: When you stop being on fire so will items you are holding. balance: If you roll around on your burning items they will stop being on fire. /🆑 * Items in your hands can catch fire --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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e8157f4dfc |
Items in your hands can catch fire (#83867)
## About The Pull Request Recently we allowed items held in your hands to catch fire if you catch fire. This makes sense but the code had a few oversights, then we reverted it. This PR reintroduces the feature, but with a few refinements. The basic feature is simple: If you are on fire then items you are holding will also catch fire, in the same vein as items you are wearing on your head or hands. There are also a few caveats we forgot about the first time we added this: - If your gloves cannot catch fire, your held items will not catch fire (because your hands aren't on fire). - If you are extinguished, your held items will also be extinguished. - Stopping, Dropping, and Rolling on top of any items will also extinguish those items. As part of this change, after an argument about whether or not this is an oversight in coding-general, I've made the proc `get_equipped_items` take a bitflag instead of a series of booleans as an argument and added a new one for "include held items", so that we need no longer argue about whether holding something counts as "equipping" it (in all other parts of the game than this proc, it does). This is what gives the PR most of its code footprint, don't be scared. ## Why It's Good For The Game Items you are holding in your hands _should_ catch fire if everything else on your person is on fire, and taking an item off of your body to put it in your hands shouldn't protect it from fire, because those things don't make intuitive sense. If we want an item to be able to catch fire when worn, then it should do so. This might expose some issues where we were improperly setting the flammability flags on items, but any weapon which will burn in your hands now would also have burned if you were wearing it on your belt or back, so making those issues more visible should be a bonus (we'll also stop them from burning on your back or belt). If you see someone holding a piece of paper that you really don't want them to read you can now set them on fire to stop them from reading it, whereas previously they would deftly hold the very flammable object out of reach of their flaming body. ## Changelog 🆑 balance: Items held in your hands can catch fire. balance: Items you are holding won't catch fire if your hands cannot catch fire. balance: When you stop being on fire so will items you are holding. balance: If you roll around on your burning items they will stop being on fire. /🆑 |
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90dd2bb32c |
[MIRROR] fixes two harddels (#28216)
* fixes two harddels (#84019) ## About The Pull Request build mode and space dragons should stop harddeling on destroy ## Why It's Good For The Game harddelete = bad ## Changelog 🆑 fix: build mode and space dragons dont harddel on destroy /🆑 * fixes two harddels --------- Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> |
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a836be707d |
fixes two harddels (#84019)
## About The Pull Request build mode and space dragons should stop harddeling on destroy ## Why It's Good For The Game harddelete = bad ## Changelog 🆑 fix: build mode and space dragons dont harddel on destroy /🆑 |
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16c66010c9 |
[MIRROR] /icons/ folder cleansing crusade part 3 (#27859)
* /icons/ folder cleansing crusade part 3 * fixes --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: SpaceLoveSs13 <68121607+SpaceLoveSs13@users.noreply.github.com> |
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8eb3b51ad9 |
/icons/ folder cleansing crusade part 3 (#83420)
## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑 |
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ae3a8acb8e |
* Turns mush cap into an extorgan
* Trimming the fat * Trimming the fat * Update mushpeople.dm * Adds colorblindness as a mild brain trauma (#76527) What the title says. The brain trauma makes the whole screen monochrome until cured.  I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fix species `var/hair_color` not being used for, well, hair color (#82168) `var/hair_color` for species was intended to be used as a "this species uses this type of hair color thing" But at some point that got completely lost and now it's only used for sprite accessories This fixes that. That means Slimepeople now have properly slimey hair. And Ethereals are less snowflake once more. 🆑 Melbert fix: Fixed Slimepeople's hair not matching their slimey colors. /🆑 * Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)" This reverts commit c4cb756. * Revert "Adds colorblindness as a mild brain trauma (#76527)" This reverts commit eb815f5. * Update _species.dm * unused var * Caps list.. * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Attempts to fix CI errors * Update cap.dm * Update _external_organ.dm * Update monkey.dm * Revert "Update monkey.dm" This reverts commit 29f54c8. * Revert "Update _external_organ.dm" This reverts commit 8de5ea7. * Update _external_organ.dm * Revert "Update _external_organ.dm" This reverts commit 644cc56. * Fix CI maybe? * Update cap.dm * Update DNA.dm * Some cleanup/updating to upstream * Update global_lists.dm * Mush * Update mushpeople.dm * Hopefully the last fix * Doing this differently * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * OK * Update organ.dm * Update podpeople.dm * maybe * Hm * Hm * Will this break things? * Revert "Will this break things?" This reverts commit bd288c6. * Test * Update organ.dm * Update organ.dm * Revert "Update organ.dm" This reverts commit ca77ff9. * Update organ.dm * . * . * . * Update snail.dm * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from tgstation/tgstation#73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Removes unneeded files * Revert "Removes unneeded files" This reverts commit 6469d37. * . * ok * Update tails.dm * Update monkey.dm * Fix monkey screenshot test * Update species.dm * Update reinf_walls.dm * Maintenance --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> |
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782a04859a |
[MIRROR] Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition (#26189)
* Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition (#80845) ## About The Pull Request Yello! This one is reasonably quick, tho I did some fixes too This is the big one, fixes the buildmode tool sometimes locking disabled for the whole round. We do this by replacing the static var on buildmode with global var and a global proc This keeps a harddel on the buildmode datum from permalocking is_running to TRUE Also makes flipping the var BACK if something breaks significantly easier for admins, so that's nice Alright, smaller things now Fixes lists of numbers failing to encoded improperly This was fixed on shiptest, we failed to actually port their most recent revision Fixes the shuttle flag not actually working because it used istype instead of ispath Changes obj_blacklist to a typecache for optimization's sake Renames/moves some vars around to prevent weird double typing things Removes a checktick in key gen, it's just costing more time then it would save in overtime Properly handles lists. We were only doing var encoding one layer deep, need to do it alll the way down Alright, now the optimizations This proc is fucking HOT, and it's for really dumb reasons This is a text gen proc, and it makes the mistake of generating text and concatinating it with MORE text. This is HORRIFICALLY EXPENSIVE because byond caches strings (can only be one of each) and string churn fucks up that caching system something fierce Moving from strings to lists of strings we join at the end takes us from like idk 100 seconds to save bare metastation to like 1.5 This is applied basically everywhere for obvious reasons While I'm here, storing keys in a flat list and then using find to find them, then using that index to lookup into another flat list is a bit silly. Let's just make it an assoc list. Faster lookup, cleaner. Oh also rather then iterating over all the vars on an object, let's iterate over just the ones we care about yeah? Let's see... no sense genning a key we'll never use, and having suffixes be often non existent is silly just embrace the slight mess. That's it I think, this takes us from 100 seconds to save metastation to 2.5 seconds to save ALL of metastation (I removed the vars limiter so I could make sure var saving didn't fuck me up) ## Why It's Good For The Game Cleans up some issues that we failed to port the fixes for, MASSIVELY optimizes this (so it can finish in like 5/10 seconds and not 300!) and ensures admins can always use the thing and don't risk dropping their pet buildastation to the void. Worth noting, this tool really should not be used for station mapping outside an event context. It produces sorta buggy var edits, and WILL fail to pull over context for shit. Please don't use it as such Profiles (csv files I promise) [Before](https://github.com/tgstation/tgstation/files/13853313/profiler.json) [After](https://github.com/tgstation/tgstation/files/13853271/profiler.json) I'd include my line by lines but I don't know how much you'd get out of them. Here's an image tho  ## Changelog 🆑 fix: The map saving tool will no longer lock up and prevent all further action at random fix: Map saving now takes on the order of seconds, not minutes fix: Fixes an issue with lists that caused strongdmm to report saved maps as broken /🆑 * Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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5d9488cd2a |
Macro Optimizes Map Saving (100x) DO NOT CHURN STRINGS Edition (#80845)
## About The Pull Request Yello! This one is reasonably quick, tho I did some fixes too This is the big one, fixes the buildmode tool sometimes locking disabled for the whole round. We do this by replacing the static var on buildmode with global var and a global proc This keeps a harddel on the buildmode datum from permalocking is_running to TRUE Also makes flipping the var BACK if something breaks significantly easier for admins, so that's nice Alright, smaller things now Fixes lists of numbers failing to encoded improperly This was fixed on shiptest, we failed to actually port their most recent revision Fixes the shuttle flag not actually working because it used istype instead of ispath Changes obj_blacklist to a typecache for optimization's sake Renames/moves some vars around to prevent weird double typing things Removes a checktick in key gen, it's just costing more time then it would save in overtime Properly handles lists. We were only doing var encoding one layer deep, need to do it alll the way down Alright, now the optimizations This proc is fucking HOT, and it's for really dumb reasons This is a text gen proc, and it makes the mistake of generating text and concatinating it with MORE text. This is HORRIFICALLY EXPENSIVE because byond caches strings (can only be one of each) and string churn fucks up that caching system something fierce Moving from strings to lists of strings we join at the end takes us from like idk 100 seconds to save bare metastation to like 1.5 This is applied basically everywhere for obvious reasons While I'm here, storing keys in a flat list and then using find to find them, then using that index to lookup into another flat list is a bit silly. Let's just make it an assoc list. Faster lookup, cleaner. Oh also rather then iterating over all the vars on an object, let's iterate over just the ones we care about yeah? Let's see... no sense genning a key we'll never use, and having suffixes be often non existent is silly just embrace the slight mess. That's it I think, this takes us from 100 seconds to save metastation to 2.5 seconds to save ALL of metastation (I removed the vars limiter so I could make sure var saving didn't fuck me up) ## Why It's Good For The Game Cleans up some issues that we failed to port the fixes for, MASSIVELY optimizes this (so it can finish in like 5/10 seconds and not 300!) and ensures admins can always use the thing and don't risk dropping their pet buildastation to the void. Worth noting, this tool really should not be used for station mapping outside an event context. It produces sorta buggy var edits, and WILL fail to pull over context for shit. Please don't use it as such Profiles (csv files I promise) [Before](https://github.com/tgstation/tgstation/files/13853313/profiler.json) [After](https://github.com/tgstation/tgstation/files/13853271/profiler.json) I'd include my line by lines but I don't know how much you'd get out of them. Here's an image tho  ## Changelog 🆑 fix: The map saving tool will no longer lock up and prevent all further action at random fix: Map saving now takes on the order of seconds, not minutes fix: Fixes an issue with lists that caused strongdmm to report saved maps as broken /🆑 |
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4871216131 |
[MIRROR] [NO GBP] Fixes a minor bug in buildmode map export [MDB IGNORE] (#25998)
* [NO GBP] Fixes a minor bug in buildmode map export (#80761) ## About The Pull Request Simply put, if the value is null, respect the null value and return. ## Why It's Good For The Game Fixes the game from saying "[blank] is disabled" if you hit cancel or the x on the window  ## Changelog 🆑 SomeRandomOwl fix: Build Mode Export's options menu now knows when you want to cancel and not change the options /🆑 * [NO GBP] Fixes a minor bug in buildmode map export --------- Co-authored-by: SomeRandomOwl <2568378+SomeRandomOwl@users.noreply.github.com> |
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239519179f |
[NO GBP] Fixes a minor bug in buildmode map export (#80761)
## About The Pull Request Simply put, if the value is null, respect the null value and return. ## Why It's Good For The Game Fixes the game from saying "[blank] is disabled" if you hit cancel or the x on the window  ## Changelog 🆑 SomeRandomOwl fix: Build Mode Export's options menu now knows when you want to cancel and not change the options /🆑 |
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6cefa2b9ab |
[MIRROR] Map export admin verb/buildmode [MDB IGNORE] (#25965)
* Map export admin verb/buildmode (#80326) ## About The Pull Request The base for the PR was taken from https://github.com/shiptest-ss13/Shiptest/pull/206 and thank them for that. The point of this verb is to save pieces of the map to your computer for further use. It's not that necessary, but rarely, it can be useful. [Video](https://i.imgur.com/M6mdDTC.mp4) ## Why It's Good For The Game Transferring buildings from one round to another, preserving the decor made in the game. ## Changelog 🆑 Vishenka0704 admin: The ability to export a part(or z-level) of the map has been added. /🆑 * Map export admin verb/buildmode --------- Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com> |
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98f489a33d |
Map export admin verb/buildmode (#80326)
## About The Pull Request The base for the PR was taken from https://github.com/shiptest-ss13/Shiptest/pull/206 and thank them for that. The point of this verb is to save pieces of the map to your computer for further use. It's not that necessary, but rarely, it can be useful. [Video](https://i.imgur.com/M6mdDTC.mp4) ## Why It's Good For The Game Transferring buildings from one round to another, preserving the decor made in the game. ## Changelog 🆑 Vishenka0704 admin: The ability to export a part(or z-level) of the map has been added. /🆑 |
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6b053d5312 |
[MIRROR] Fix build mode preview spawning atoms needlessly [MDB IGNORE] (#25476)
* Fix build mode preview spawning atoms needlessly (#80130) Before the large icon fix, it would use a mutable_appearance, get_small_overlay wants atoms but it only does appearance things with them so images and mutable appearances should work. There is no need to spawn the atom itself. We will at some point need a way to specify interfaces as argument types, many such cases of atom or image or mutable_appearance in icon related procs. closes #80125 * Fix build mode preview spawning atoms needlessly --------- Co-authored-by: Kyle Spier-Swenson <kyleshome@gmail.com> |
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8855658af8 |
Fix build mode preview spawning atoms needlessly (#80130)
Before the large icon fix, it would use a mutable_appearance, get_small_overlay wants atoms but it only does appearance things with them so images and mutable appearances should work. There is no need to spawn the atom itself. We will at some point need a way to specify interfaces as argument types, many such cases of atom or image or mutable_appearance in icon related procs. closes #80125 |
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84e42fd0eb |
[MIRROR] Removes some code soul (IF YOU ARE COPY PASTING THIS...), replaces it with a macro [MDB IGNORE] (#25272)
* Removes some code soul (`IF YOU ARE COPY PASTING THIS...`), replaces it with a macro (#79935) ## About The Pull Request Replaces all instances of `SSblackbox.record_feedback\("tally", "admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)` This makes so the funny comment isn't necessary. It also reveals one location which someone did not heed the comment, the `debug_controller` proc copy+pasted the line but did not change the fourth argument. PEOPLE DON'T READ! * Removes some code soul (`IF YOU ARE COPY PASTING THIS...`), replaces it with a macro --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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566c7ba9c2 |
Removes some code soul (IF YOU ARE COPY PASTING THIS...), replaces it with a macro (#79935)
## About The Pull Request
Replaces all instances of `SSblackbox.record_feedback\("tally",
"admin_verb", 1, (.+)\)` with `BLACKBOX_LOG_ADMIN_VERB($1)`
This makes so the funny comment isn't necessary.
It also reveals one location which someone did not heed the comment, the
`debug_controller` proc copy+pasted the line but did not change the
fourth argument. PEOPLE DON'T READ!
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558c466b81 |
[MIRROR] Splits placeontop proc [MDB IGNORE] (#25103)
* Splits placeontop proc (#79702) ## About The Pull Request I find the proc hard to read honestly. There's no reason we can't split this into two functions - the secondary functionality is used only once, in reader.dmm. ## Why It's Good For The Game Code improvement Glorious snake case ## Changelog N/A nothing player facing --------- Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com> * Splits placeontop proc * Update brass_spreader.dm --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: san7890 <34697715+san7890@ users.noreply.github.com> Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> |
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7a1b1fa9ad |
Splits placeontop proc (#79702)
## About The Pull Request I find the proc hard to read honestly. There's no reason we can't split this into two functions - the secondary functionality is used only once, in reader.dmm. ## Why It's Good For The Game Code improvement Glorious snake case ## Changelog N/A nothing player facing --------- Co-authored-by: san7890 <34697715+san7890@users.noreply.github.com> |
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662193b250 |
[MIRROR] Reverts reverted toast icons [MDB IGNORE] (#24844)
* Reverts reverted toast icons (#79538) ## About The Pull Request During the notify ghosts refactor I was unsure why we were creating a custom overlay for each ghost alert when new_master did the same. Turns out - it resets icons, which is useful here. This also caused #79415. The original notify ghosts was performing this transformation operation O(n), which I've made O(1) ## Why It's Good For The Game Fixes #79415  ## Changelog 🆑 fix: The screen alert should no longer break ghost UI when it's huge /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Reverts reverted toast icons --------- Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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e2529818aa |
Reverts reverted toast icons (#79538)
## About The Pull Request During the notify ghosts refactor I was unsure why we were creating a custom overlay for each ghost alert when new_master did the same. Turns out - it resets icons, which is useful here. This also caused #79415. The original notify ghosts was performing this transformation operation O(n), which I've made O(1) ## Why It's Good For The Game Fixes #79415  ## Changelog 🆑 fix: The screen alert should no longer break ghost UI when it's huge /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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91837e26b4 |
[MIRROR] Progress bars & cleaning particles will centre on the tile occupied by large icon objects [MDB IGNORE] (#23394)
* Progress bars & cleaning particles will centre on the tile occupied by large icon objects (#77940) ## About The Pull Request Do_after bars always draw based on the top-left corner of the targetted atom, for atoms with sprites that are larger than 32x32 this gives them a weird offset instead of being centred, which bugs me. I have tried my best to figure out a way to reverse this which does not interfere with atoms which use pixel_x/pixel_y to visually appear to be on a different tile. ## Why It's Good For The Game Before:  he hates how you missed him completely 😦 After:  now you're cleaning his feet 🙂 ## Changelog 🆑 image: progress bars and cleaning particles are now centered on the tile occupied by the target, if it is a big sprite /🆑 * Progress bars & cleaning particles will centre on the tile occupied by large icon objects --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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a6c66a098d |
Progress bars & cleaning particles will centre on the tile occupied by large icon objects (#77940)
## About The Pull Request Do_after bars always draw based on the top-left corner of the targetted atom, for atoms with sprites that are larger than 32x32 this gives them a weird offset instead of being centred, which bugs me. I have tried my best to figure out a way to reverse this which does not interfere with atoms which use pixel_x/pixel_y to visually appear to be on a different tile. ## Why It's Good For The Game Before:  he hates how you missed him completely 😦 After:  now you're cleaning his feet 🙂 ## Changelog 🆑 image: progress bars and cleaning particles are now centered on the tile occupied by the target, if it is a big sprite /🆑 |
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00a584184b |
[MIRROR] Fixes greyscale colors not updating when changing their colors via VV, and fixes some issues with accessories [MDB IGNORE] (#23346)
* Fixes greyscale colors not updating when changing their colors via VV, and fixes some issues with accessories (#77806) ## About The Pull Request Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23214 This fixes a few bugs and cleans up code a bit: 1) Greyscale colors that were changed via the VV modify greyscale menu will now update the mob's worn clothing accordingly. It wasn't doing this before. Accessories in particular needed a bit of extra work to update in this way because it wasn't coded with this case in mind. 2) Accessories will call `equipped()` and `dropped()` when they get added/removed. This will fix issues like item flags being incorrectly set, action bars not being added, etc. 3) Accessories will now be returned by `get_all_gear()`. This will probably fix a few issues I'm not aware of. ## Why It's Good For The Game <details><summary>Works</summary>  </details> <details><summary>get_all_gear()</summary>  </details> <details><summary>get_equipped_items()</summary>  </details> <details><summary>item_flags get set now, hopefully preventing future issues related to that</summary>  </details> ## Changelog 🆑 fix: greyscale colors will now update on the mob when modifying them via the VV menu /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> * Fixes greyscale colors not updating when changing their colors via VV, and fixes some issues with accessories --------- Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@ users.noreply.github.com> |
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1bfee08d54 |
Fixes greyscale colors not updating when changing their colors via VV, and fixes some issues with accessories (#77806)
## About The Pull Request Fixes https://github.com/Skyrat-SS13/Skyrat-tg/issues/23214 This fixes a few bugs and cleans up code a bit: 1) Greyscale colors that were changed via the VV modify greyscale menu will now update the mob's worn clothing accordingly. It wasn't doing this before. Accessories in particular needed a bit of extra work to update in this way because it wasn't coded with this case in mind. 2) Accessories will call `equipped()` and `dropped()` when they get added/removed. This will fix issues like item flags being incorrectly set, action bars not being added, etc. 3) Accessories will now be returned by `get_all_gear()`. This will probably fix a few issues I'm not aware of. ## Why It's Good For The Game <details><summary>Works</summary>  </details> <details><summary>get_all_gear()</summary>  </details> <details><summary>get_equipped_items()</summary>  </details> <details><summary>item_flags get set now, hopefully preventing future issues related to that</summary>  </details> ## Changelog 🆑 fix: greyscale colors will now update on the mob when modifying them via the VV menu /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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eaf6c62f02 |
[MIRROR] Build Mode Preview + better help text [MDB IGNORE] (#22023)
* Build Mode Preview + better help text (#76095) ## About The Pull Request Gives `Adv Build Mode` and `Fill` an item preview, and puts the help text for build mode modes into an examine block. https://github.com/tgstation/tgstation/assets/66640614/6751c721-6ddd-4761-8311-fb002ea905ac   ## Why It's Good For The Game It's good to see what you're doing. ## Changelog 🆑 Tattle admin: build mode help text is in an examine block admin: adv build mode and fill now have item previews /🆑 --------- Co-authored-by: tattle <article.disaster@ gmail.com> Co-authored-by: san7890 <the@ san7890.com> * Build Mode Preview + better help text --------- Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: tattle <article.disaster@ gmail.com> Co-authored-by: san7890 <the@ san7890.com> |
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d81eaae90c |
Build Mode Preview + better help text (#76095)
## About The Pull Request Gives `Adv Build Mode` and `Fill` an item preview, and puts the help text for build mode modes into an examine block. https://github.com/tgstation/tgstation/assets/66640614/6751c721-6ddd-4761-8311-fb002ea905ac   ## Why It's Good For The Game It's good to see what you're doing. ## Changelog 🆑 Tattle admin: build mode help text is in an examine block admin: adv build mode and fill now have item previews /🆑 --------- Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: san7890 <the@san7890.com> |
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5ac0aae724 |
[MIRROR] Removes all uses of text() [MDB IGNORE] (#21579)
* Removes all uses of text() * Update record.dm --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com> |
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cb4a836d41 |
Removes all uses of text() (#75766)
## About The Pull Request Apperantly it's deprecated. Also people misunderstand how to use it, which leads to silly looking code and redundant wraps. It is potentially useful to do a sort of format style string embedding, but we don't have anything that really warrents it IMO. ## Why It's Good For The Game Maybe byond will break on version upgrade slightly less now. Also the code's less cluttered, and boomer posting has been excised.    |
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ae475697c0 |
[MIRROR] Corrects record_feedback()'s copy/paste comment [MDB IGNORE] (#20777)
* Corrects record_feedback()'s copy/paste comment (#74962)
## About The Pull Request
Corrects `record_feedback()`'s copy/paste comment.
## Pointless history
Originally being added in
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77db52dc6b |
Corrects record_feedback()'s copy/paste comment (#74962)
## About The Pull Request
Corrects `record_feedback()`'s copy/paste comment.
## Pointless history
Originally being added in
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81cafafbf6 |
[MIRROR] Improves duplication [MDB IGNORE] (#18704)
* Improves duplication (#72572) ## About The Pull Request - Improves duplication code significantly - Removes 'perfectcopy', 'newloc', 'nerf' and 'holoitem' args. These were made for holodeck items, but holodeck items do not use this proc so it's since been unused. - Adds many things to duplicate forbidden vars, such as external organs (and fixes internal organs), overlays, and signals. The signal part is what broke basic things for duplicated mobs, such as dying, huds, and lying down. - Duplicated mobs now properly carry over the identity of the old mob without losing anything in the process, and now actually work as a mob, with visible HUDs and everything. They also carry implants over now. - Duplicated mobs also now no longer cut all their contents and rebuild the entire mob, they don't carry overlays at all (so we don't have the problems that come along with it, like clothing sprites from clothes that don't exist). - As a minor detail, makes DuplicateObject use snake_case instead, and makes duplicate_forbidden_vars protected. - Removes copy_contents_to because it's unused. It was originally meant for Holodeck, but holodecks now use map templates so it's no longer used in-game.   ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/42212 Duplicating mobs no longer gives a broken mob, which was a common problem with cloning pods (the admin pods, that you drop down onto people). Updates very old code to modern code standards. This PR was made to help out https://github.com/tgstation/tgstation/pull/71141 too, the author of that PR is aware of this one. ## Changelog 🆑 refactor: Duplicating mobs now should now give properly functioning mobs, as duplications in general have been reworked. Admins can feel free to use the pod feature on people. /🆑 * Improves duplication Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> |
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c1a87224f8 |
Improves duplication (#72572)
## About The Pull Request - Improves duplication code significantly - Removes 'perfectcopy', 'newloc', 'nerf' and 'holoitem' args. These were made for holodeck items, but holodeck items do not use this proc so it's since been unused. - Adds many things to duplicate forbidden vars, such as external organs (and fixes internal organs), overlays, and signals. The signal part is what broke basic things for duplicated mobs, such as dying, huds, and lying down. - Duplicated mobs now properly carry over the identity of the old mob without losing anything in the process, and now actually work as a mob, with visible HUDs and everything. They also carry implants over now. - Duplicated mobs also now no longer cut all their contents and rebuild the entire mob, they don't carry overlays at all (so we don't have the problems that come along with it, like clothing sprites from clothes that don't exist). - As a minor detail, makes DuplicateObject use snake_case instead, and makes duplicate_forbidden_vars protected. - Removes copy_contents_to because it's unused. It was originally meant for Holodeck, but holodecks now use map templates so it's no longer used in-game.   ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/42212 Duplicating mobs no longer gives a broken mob, which was a common problem with cloning pods (the admin pods, that you drop down onto people). Updates very old code to modern code standards. This PR was made to help out https://github.com/tgstation/tgstation/pull/71141 too, the author of that PR is aware of this one. ## Changelog 🆑 refactor: Duplicating mobs now should now give properly functioning mobs, as duplications in general have been reworked. Admins can feel free to use the pod feature on people. /🆑 |