Moves all the dna block handling onto singleton datums initialized
inside global lists, to make the handling dna less of a copy-paste mess
and make adding new blocks significantly easier. There is still some
work to be done in the copypaste department but ultimately that falls
under its own PR scope after the core refactor goes through. (Ill
probably do those but it will also be easier for everyone else as the
code is now significantly less of an eyesore)
Both features and identities have been tested through and through, and
seem to be working fine.
Also removed the reliance on weird hardcoded lookup tables for length,
and other similar things that just didn't make sense when I was passing
through DNA code. There's a lot more that fall out of scope for this
exact PR's goal however
I've been told the maintainers will love me for doing this
🆑
code: feature keys are no longer magical strings floating around the
codebase and use proper defines
refactor: DNA blocks are now handled with singleton datums.
/🆑
## About The Pull Request
Added visual overlays for all arm implants, HUD implants (not the
headrev one), internal thrusters, breathing tube, nutriment pumps and
reviver implant.



Additionally, added a wrapper for eye color setting which solves the
issue where non-pref sourced eyecolors got reset after changing them,
and changed how blinking works so now update_body calls don't force you
to blink.
## Why It's Good For The Game
Gives you incredible drip (which makes augments feel more impactful) and
allows others to see if you have certain important augments (reviver)
that could matter.
As for technical changes, both were required for this to HUDs to work
nicely and fix some bugs as a side effect.
## Changelog
🆑
add: Certain implants now have visuals when implanted
fix: You no longer blink when you adjust your clothing
fix: Fixed an issue where some NPC/midround humans would not get their
eye color set correctly
/🆑
Changling screenshot test mobs are somehow being shifted around by atmos
during their waiting period. This code made that clear but unfortunately
it doesn't appear to happen consistently so screenshot tests fail
intermittently.
Anyway this wasn't intended to be merged but moth pressed automerge and
it saw blood.
We need to figure out what causes atmos diffs in the testing room
randomly, but I am too tired rn to do that
## 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>
## About The Pull Request
Refactors body markings (lizard and moths) into the bodypart overlays
system
I've also renamed the icon states for lizard bodymarkings (downstreams
with lots of lizard body markings might have problems with this)
## Why It's Good For The Game
Gives us better controle over /human appearances. I didn't add any means
of actually changing them on the person (aside from genetics. how would
that even work? with a waterproof marker?), but makes it easy for
when/if I do. Also unloads mutant_bodyparts more, moving is yet closer
to full species dedatumization
## Changelog
🆑
refactor: Lizard and moth markings now use the bodypart overlay system
/🆑
## About The Pull Request
Refactors a lot of the unused defines.
## Why It's Good For The Game
Refactors a lot of the unused defines.
## Changelog
Nothing player facing
---------
Co-authored-by: san7890 <the@san7890.com>
* Adds an IS_CHANGELING helper (#81228)
## About The Pull Request
What it says on the tin. I also replaced checks with it everywhere I
found appropriate, hopefully without accidentally breaking anything.
## Why It's Good For The Game
We have a helper for most other antags, and it makes code a lot cleaner
and easier to read. I'm surprised we didn't have this one already.
## Changelog
🆑
code: added an IS_CHANGELING() helper and used it where applicable
/🆑
* Adds an IS_CHANGELING helper
* skyrat stuff
---------
Co-authored-by: A miscellaneous Fern <80640114+FernandoJ8@users.noreply.github.com>
Co-authored-by: jjpark-kb <mccorvey.norman@gmail.com>
## About The Pull Request
What it says on the tin. I also replaced checks with it everywhere I
found appropriate, hopefully without accidentally breaking anything.
## Why It's Good For The Game
We have a helper for most other antags, and it makes code a lot cleaner
and easier to read. I'm surprised we didn't have this one already.
## Changelog
🆑
code: added an IS_CHANGELING() helper and used it where applicable
/🆑
* Reworks transformation sting to be temporarily in living mobs, forever in dead mobs
* Modular updates
* Recaches the icons generated in the `changeling` unit test
* Pain
* More tweaks
* Disable unit test
* Let's see if we can pass test temporarily
* Makes transformation sting unobtainable more cleanly
* Unit test
* Cursed proc
* Kill the unholy copy pasta
Seriously this stuff is just awful. This is not maintainable.
* test this
* Update comments
* Fixing the screenshot test, maybe?
* grrr
* Update changeling.dm
* Attempt to fix this nonsense
* Update changeling.dm
* Update changeling.dm
* Update changeling.dm
* Update dna.dm
* Fixes it?
* Screenshot test
* Update _traits.dm
* Update _traits.dm
* Fix this
* Update dna.dm
* Update dna.dm
* Hmm
* This proc needs a new name
* I want to scream but I have no mutant parts
* Fix
* Update species.dm
* Update species.dm
* Update species.dm
* Update species.dm
* Some touch ups
---------
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
Hi. I run one of the two downstreams and was working on Melberts ling
transformation PR.1
Turns out, if you have a lot of DNA features that have a lot of icons
associated with them, this unit test just shits itself with a bad icon
operation.
I spoke with Lemons over this and he helped point me in the right
direction, which lead to recaching the icons to prevent issues.
As it stands, this *probably* wouldn't happen on base /tg/ since DNA
features and their associated parts aren't a lot (compared to
elsewhere). But if/when more features gets added this should prevent any
issues.
## About The Pull Request
- Reworks transformation sting.
- Transformation sting is now temporary, lasting 8 minutes (number not
final) in humans.
- If used on a monkey, it lasts forever instead.
- While the target mob is dead or in stasis, the duration will not
progress, making it functionally infinite until revived and taken off
stasis, where it will resume its timer where it left off.
- Chemical cost reduced to 33
- DNA cost reduced to 2
- Removes TRAIT_NO_TRANSFORMATION_STING, instead just checks for
TRAIT_NO_DNA_COPY
- These were essentially the same traits, so I just combined the two
- Organizes some trait lists alphabetically
- Adds TRAIT_STASIS, to allow for reacting to mobs entering and exiting
stasis via COMSIGS
- Everything that checks IS_IN_STASIS now checks HAS_TRAIT TRAIT_STASIS,
which is probably more performant, so that's a bonus.
## Why It's Good For The Game
A lot of people don't like the current iteration of Transformation
Sting, me included
Right now it's only use is for a meme - you make the entire station into
felinids until you get lynched, and that's it.
It's not really a healthy ability for ling's current kit, so this pr
attempts to soft rework it to make it a bit more in line with how ling
should be acting - turning it into a source of short term confusion
between people, or using it on a body to cover your tracks.
This accomplish it two fold - One, it is now cheap enough to use twice
in rapid succession, allowing for quick on-the-spot "BE CONFUSED"
situations while you abscond. Two, as mentioned in the last paragraph,
you can poke a body of someone you murder to obfuscate the crime scene
and maybe help out in taking over someone's identity.
## Changelog
🆑 Melbert
balance: Transformation sting now lasts 8 minutes, down from permanent.
However, the effect is paused for dead and stasis mobs, making it
permanent SO LONG AS they stay dead or in stasis. The effect is also
permanent if used on a monkey.
balance: Transformation sting now costs 33 chemicals, down from 50.
balance: Transformation sting now costs 2 dna points, down from 3.
fix: Transformation sting works on monkeys again.
refactor: Refactored a bit of human randomization.
/🆑