94 Commits

Author SHA1 Message Date
Roxy de4c3b255d Merge branch 'master' of github.com:tgstation/tgstation into upstream-2026-06-23 2026-06-23 15:51:55 -04:00
Ghom 52e7062fa7 You can now kiss that pizza toilet with the chef kiss skillchip to add "love" to its reagents. (#96547)
## About The Pull Request
De-hardcodes food/crafting complexity (the stuff responsible for food
buffs) from food items and gives the var to the edible component, so
that objects crafted with pizza or meat sheets can have it as well.
Renamed TRAIT_FOOD_CHEF_MADE to TRAIT_HANDMADE now that it's also given
to the item when crafted through either the stack recipe UI or crafting
UI.

## Why It's Good For The Game
See title. In all seriousness though, it's more flexible code.

## Changelog

🆑
refactor: Refactored a couple things around food/recipe complexity (what
food buffs depend on). Technically, you can now kiss that pizza toilet,
which you crafted (right?), with the chef kiss skillchip enabled to add
"love" to its reagents.
/🆑
2026-06-19 12:15:00 -06:00
EnterTheJake 0bd4b0820f Adds TGMC Tactical maps to the game and to Nuclear Operatives! (#96068)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

Brought to you by Team Powercrèpe.(same group of people that delivered
the Heretic Overhaul)

This PR ports the TGMC Tacmaps and grants em to our NukeOps.

Code by Me, @Xander3359, @Arturlang, @Absolucy.

Mapping by @RipGrayson 

Sprites by @KillerOrcaCora

Writing bits by @necromanceranne

Tacmaps are essentially dynamically generated minimaps,

<img width="1711" height="1335" alt="Tac map examples"
src="https://github.com/user-attachments/assets/f936fac0-fb7c-4b84-970d-7195b4995ca7"
/>



<img width="1274" height="714" alt="Tac-Maps Icons"
src="https://github.com/user-attachments/assets/0f04e388-af4b-4955-be7a-04650cfd746b"
/>






As you can see from the screenshots above, departments are classified by
color, hovering your cursor over an area or a team mate, will display
their name, the system does allow the user to switch between Multi-Z,
and lastly you can draw and add labels to the map, although the last
option is only available to the NukeOps Leader and OW agents.


The functionality is tied to the Syndicate implants nukies start with,
Cayenne, Syndie borgs and Mechs also have the ability to toggle the map.

Likewise, the tacmaps will display the positioning of the following in
real time!

- Nuke ops agents

- Syndie borgs and Mechs

- Cayenne

- Location of the nuclear fission device (and beer nuke)

- Location of the Nuclear Authentication Disk.

<img width="1274" height="714" alt="SkyBridge OFF"
src="https://github.com/user-attachments/assets/3915e7d7-644a-4e9a-b213-997834dde2ea"
/>

<img width="1274" height="714" alt="SkyBridge ON"
src="https://github.com/user-attachments/assets/13748290-fd16-42ba-a9c4-a6b4f7e69c79"
/>

<img width="566" height="459" alt="Holo table done"
src="https://github.com/user-attachments/assets/1a43c5b7-ee51-4794-9c09-16b4fb50e2ad"
/>






https://github.com/user-attachments/assets/caf38538-ef04-4330-992c-3137a67ea0d0






Lastly The tactiical map implant cannot be be used on the nuke ops
base,If the team wishes to interact with the map they'll have to
Interact with the "Reconnaisance Platform" (Sprite by Orcacora) in the
briefing room, which has seen some mapping changes (Brought to you by
TheLastGrayson).



<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
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## Why It's Good For The Game

Originally this feature was planned for the Upcoming Contractor Rework
our team is currently working on, but given the massive size of it all,
we decided to atomize it.

But without that consideration in mind, I think it makes sense for
Nuclear operatives of all antagonists to have the means to Recon and
plot an assault plan onto the station and actually be able to know the
whereabouts of their teammates.

Obviously this feature has a lot of other potential applications, we
have wanted to have functional Maps for a very long time, if someone
wants to give it a go once the feature is merged, by all means.

<!-- Argue for the merits of your changes and how they benefit the game,
especially if they are controversial and/or far reaching. If you can't
actually explain WHY what you are doing will improve the game, then it
probably isn't good for the game in the first place. -->

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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🆑
add: Tactical Maps have been added to the game!
add: Nuclear Operatives implants now grant the ability to open a
Minimap, this map will display and show the names of various areas of
the station, and the positioning of the Nukeops team,borgs,mechs,Cayenne
and the nuke disk in real time!
add: Nukie leaders and OW agents can also draw and apply labels to the
map.
add: the "Recoinassance Platform" has been added to the Nukie Base, it
allows displaying of the Tactical maps while on the Syndicate Base Z
level.
map: The briefing room in the NukeOps base has been remapped to better
accomodate the new Holographic table.
map: Changed the front shutters on the Syndicate Infiltrator to the more
fitting Syndicate Shutters.
/🆑

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---------

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2026-06-09 16:38:00 +02:00
Y0SH1M4S73R 9876714544 Bumps dreamluau to 0.2.1, condenses all DREAMLUAU_CLEAR_REF_USERDATA calls into one. (#96330)
## About The Pull Request

This PR bumps dreamluau to 0.2.1, which makes
`DREAMLUAU_CLEAR_REF_USERDATA` into a variadic function. As such, we can
replace all of the up to 8 byondapi calls in every call to Destroy with
only 1.

## Why It's Good For The Game

This should significantly improve the performance what is one of the
hottest procs there is.

## Changelog

No player-facing changes.
2026-06-06 18:42:16 +02:00
Alexis 21b4095dfd [MDB IGNORE] [IDB IGNORE] Upstream Sync - 04/17/2026 (#5453)
Upstream 04/17/2026

fixes https://github.com/Bubberstation/Bubberstation/issues/5549

---------

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2026-05-16 00:56:00 +02:00
LemonInTheDark 9d14e327b5 Begins Improving Sparks/Flares Somewhat, Adds Animatable Light Overlays (#95362)
## About The Pull Request

[Adds a visual tick helper, integrates it into SSmove and
such](https://github.com/tgstation/tgstation/commit/e97035f9f74fad5c67c5bf19d8d5d3bb4bd476b4)

Basically, if we do "stuff" during verb time then the next chance
clients have to actually see it is on the next visual tick (rather then
the normal "this tick"). This is cause clients get their next frame
during maptick, and maptick runs before verbs.

We want to be able to handle this properly because if you say, create an
object and then move it on the same VISUAL tick (NOT game tick), it will
just teleport instead of playing out the move. I don't want this for
stuff like sparks, so we need a way to work around it.

[Moves most users of the _FAST flag to
_INSTANT](https://github.com/tgstation/tgstation/commit/6f96daac00519c69adc7554f52114798a65f3ad5)

These are the kids that don't immediately spawn something and the move
it, and we want to allow them to move actually as soon as possible
(important for stuff like space)

[Improves basic effect systems, makes their products delete when they
stop
moving](https://github.com/tgstation/tgstation/commit/172cb25d80ed34e1ec523172a1677fb524239fba)

Moves some stuff out to getters or vars so children can better decide
how long effects should last/how fast they should move. Uses this to
clean up weird dupe code used by explosions.

Makes all these effects delete on contact with something that stops
them. I'm doing this because an effect just hanging in the air looks
really really odd. Does have consequences for sparks that are already
moving at a wall though, might need a better way to handle that.

Makes all these effects use _FAST loops so they don't just hang in the
air for a second on spawn

Adds a setter proc on sparks for their duration, gonna use this to
improve their effects some

[Refactors overlay lights, adds support for animating their
images](https://github.com/tgstation/tgstation/commit/3ad0083cf2b536df51a6d93dca40eac20c1d62d1)

Implements light_render_source and relevant setters, this allows us to
replace the components of an overlay light with basically whatever we
want

Refactors overlay lighting to handle its images more consistently,
allowing us to hook into an image being modified

Combining the two of these will allow us to consistently copy a light's
image, modify it in some way, and then relay that modification back
down. Allowing us to animate it or do more advanced effects painlessly

Also, fixes ranges of 1 or less not rendering at all on initial set
(thank you kapu)

[In which I get fed up and add a macro helper for UID
generation](https://github.com/tgstation/tgstation/commit/aab48b03d407104d4f9cf9acb034494237def911)

[adds vv hooking for all existing lighting
vars](https://github.com/tgstation/tgstation/commit/b81c6200a0d74c36b440aa3f4c1f22c422090a2d)

[Upgrade effect system's dir picking to avoid duplicates when
possible](https://github.com/tgstation/tgstation/commit/18b622586b509c6be4c4bca4e3e7c175ad75fe91)

[Uses the technique described above to animate spark's lights out as
they
move](https://github.com/tgstation/tgstation/commit/67ba177982213799984a70e89536c5efb3d17e14)

This is a decently nice effect imo, it allows us to bump their power
(read, alpha) since it'll get animated away. I try to sync the animation
to the actual icon state's flow (it's 0.7s long). I also sped them up
somewhat to hopefully have a nicer looking effect? we'll see.

[Abstracts away intercepting overlay lights into a holder
datum](https://github.com/tgstation/tgstation/pull/95362/commits/b3f1fe74f2c3bab1d8912ab8a666bd05677ad032)

This should make it far easier to reuse this pattern!

[Fixes overlay lights flashing to double intensity when picked up off
the
ground](https://github.com/tgstation/tgstation/pull/95362/commits/1d83f2031fa2b33312b2aea4359c0c37c9d04ac7)

We needed to clear out their underlays BEFORE the animation

[Adds a flickering effect to flares and their
children](https://github.com/tgstation/tgstation/pull/95362/commits/b7a858e04a607c58b6c7fbe1476ffe2239e63bde)

I'm still not 100% happy with this, I was trying to avoid it feeling
like a heartbeat with random noise and I.. THINK it worked? it's
honestly quite hard to tell

[Adds the same flickering to lighters, welding tools and life
candles](https://github.com/tgstation/tgstation/pull/95362/commits/3ec44027e17835ae96702cec5f0b12d1f4deb32b)

Also, updated light candles to mirror the appearance of normal candles
and use overlay lighting

EDIT:
I realized while working on flares that I accidentally double applied
color, so if you saw the sparks animations before now it was different
(less vibrant). IDK if I like this better or worse but it is RIGHT and
that's what matters.

## Why It's Good For The Game

I got mad about how bad these looked, and this is a start at improving
them.
Also, adds a framework for more dynamic effects applied to overlay
lights (you could use this to apply a sort of "emergency rotating"
effect, or flicker/buzz for example).

<details>
 <summary>Before</summary>


https://github.com/user-attachments/assets/66437f27-ee3c-4f14-a7ee-4a1c3e68533a


https://github.com/user-attachments/assets/ed14fff8-a7eb-47fe-bab5-9a490ac96629

</details>

<details>
 <summary>After</summary>


https://github.com/user-attachments/assets/fb24ff2e-c745-42a5-8e11-c8a1eeef35a5


https://github.com/user-attachments/assets/fd8c2116-cb92-4fe6-ad3e-786a6538e52a

</details>

## Changelog
🆑
add: Reworks how sparks render. They're now a bit brighter, will fade
out as they move/if they hit something, will stack with each other less
and also won't start hang in the air on spawn.
add: Added a flickering effect to lighters, welding tools, flares,
torches and candles (since they're flames).
fix: Overlay based lights (think flashlights) will no longer flash to
double intensity while being picked up.
refactor: Reworked how some effects (explosion particles, sparks, some
reagent stuff) function, report any bugs!
/🆑
2026-03-20 14:48:57 +13:00
Tim 5602082624 Spiders can now be tamed and ridden (#95194)
## About The Pull Request
This lets people ride and tame spiders by feeding them mouse, lizard,
moth, fly, and worm meat. You can only do this when a spider is a
spiderling or young; once it's fully grown, it's no longer possible.

This also refactors some tameable code to use `TRAIT_TAMED` instead of
setting variables on mobs individually.

## Why It's Good For The Game
It looks cool.

<img width="1920" height="1080" alt="dreamseeker_97k7fgzdhv"
src="https://github.com/user-attachments/assets/87d53102-468d-4dd7-b0a7-004f9a98df17"
/>


## Changelog
🆑
add: Spiders can now be tamed and ridden. They eat mouse, lizard, moth,
fly, and worm meat and can only be tamed when they are spiderlings or
young.
code: Refactored tameable code to use TRAIT_TAMED instead of setting
individual variables on each mob.
/🆑
2026-03-15 19:20:57 +00:00
nevimer 00ccf0c6b5 Merge remote-tracking branch 'tgstation/master' into upstream-feb12-2026
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#	icons/map_icons/clothing/shoes.dmi
#	icons/map_icons/items/_item.dmi
#	icons/mob/huds/hud.dmi
#	icons/mob/inhands/64x64_lefthand.dmi
#	icons/mob/inhands/64x64_righthand.dmi
#	icons/obj/machines/computer.dmi
#	tgui/packages/tgui/interfaces/OperatingComputer.jsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/CharacterPreferences/MainPage.tsx
#	tgui/packages/tgui/interfaces/PreferencesMenu/types.ts
#	tgui/packages/tgui/interfaces/SurgeryInitiator.tsx
#	tools/icon_cutter/check.py
2026-02-12 23:50:09 -05:00
SmArtKar dbadf01a35 Readds sovlful IEDs and adds assembly beakerbombs (#94965)
## About The Pull Request

This PR sort-of brings back old IEDs, albeit much more freeform compared
to their previous iteration. Using #94861's ``spark_act`` interactions
they can now be made by filling up a soda can with a variety of
chemicals (welding fuel being the easiest to obtain), dunking in a piece
of wire, taping it up (optional, required if using welding fuel or
plasma) and lighting it on fire with a lighter or welding tool (anything
that's hot enough works, really)
They have a random delay of 2-4 seconds, and can be disarmed by snipping
the fuse with wirecutters in time before they detonate (or don't,
depending on the mixture)

There's also a new, more "professional" improvised chemical explosive in
the form of beakerbombs. These can be assembled by putting a lid on a
beaker (alt-click, prevents the beaker from spilling its contents when
thrown) and attaching an assembly with an igniter or a condenser to it.

<img width="150" height="90" alt="dreamseeker_2OKpZeN7ay"
src="https://github.com/user-attachments/assets/599e75ea-9653-4db9-a915-b2ca6307635f"
/>

When triggered, igniters will heat the reagents up by a bit while
condensers will cool them down. However, you can also attach and wire up
a power cell, which will cause it to dump all of its power into the
beaker when the igniter fires off, triggering ``spark_act`` interactions
potentially causing a larger explosion.

<img width="534" height="447" alt="dreamseeker_k9Uzf18Eoa"
src="https://github.com/user-attachments/assets/4cfed5b4-3875-4522-9bfa-5f6a3c8e0864"
/>

Decently sized boom from The Contraption.

Plasma and welding fuel's potency inside of beakerbombs/soda cans is
significantly reduced compared to other riggable objects (strengthdiv is
3 times higher) as they're very easy to obtain and would make for very
powerful explosives, considering their very strong strengthdiv as most
rigging interactions use very little fuel/plasma to cause a large
explosion, which was carried over to the new system. (Don't worry, this
still leaves them at sensible values with welding fuel being about as
strong as old IEDs on average)

Closes #94990 via having plasma's electrical power modifier have a
decline past a certain point based on its volume

## Why It's Good For The Game

#81529 didn't justify IED removal whatsoever and I think with new
mechanics these can be used as easier (but weaker) to make improvised
bombs, being much less clunky to make and use than pipebombs.
Beakerbombs are essentially a somewhat weaker (even with metamat
beakers, you're still 20u short of a normal large beaker grenade at
200u) form of grenades, but have access to new interactions involving
charged up explosions, which could make for some variety among chemists'
weaponry.

## Changelog
🆑
add: Added back IEDs made by attaching some wire and tape to a soda can
filled with fuel, plasma, or any other explosive of your choice. They
need to be lit on fire with a lighter or a welding tool.
add: You can now attach a lid to beakers with alt-click, preventing them
from being spilled when thrown.
add: Added beakerbombs, made by attaching an assembly (with optional
power cell and wiring) to a lidded beaker.
balance: Rigged explosions now create flames.
balance: Plasma explosions now limit their explosion potency past a
certain point based on their volume
/🆑
2026-01-28 09:11:50 +13:00
Bloop 68153c2333 Refactors faction lists to use getters and setters and be cached (#94490) 2026-01-19 04:12:35 +01:00
Bloop 83cd43da91 Extends atom_reskin to be more modular/adds support for greyscale reskins in the loadout menu (#94466)
Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com>
2026-01-05 09:02:23 +00:00
Bloop 53ed83bb9d Makes some more lists lazy (#94388)
Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
2025-12-28 19:57:42 +01:00
nevimer 6e9f2ccfc0 Merge remote-tracking branch 'tgstation/master' into upstream-12-15
# Conflicts:
#	.github/workflows/compile_all_maps.yml
#	.github/workflows/run_integration_tests.yml
#	_maps/map_files/CatwalkStation/CatwalkStation_2023.dmm
#	code/_onclick/hud/credits.dm
#	code/controllers/subsystem/networks/id_access.dm
#	code/datums/diseases/advance/advance.dm
#	code/datums/diseases/advance/symptoms/heal.dm
#	code/game/machinery/doors/door.dm
#	code/game/objects/structures/crates_lockers/closets/secure/medical.dm
#	code/game/objects/structures/crates_lockers/closets/secure/security.dm
#	code/modules/antagonists/malf_ai/malf_ai_modules.dm
#	code/modules/jobs/job_types/_job.dm
#	code/modules/loadout/categories/accessories.dm
#	code/modules/loadout/loadout_helpers.dm
#	code/modules/loadout/loadout_items.dm
#	code/modules/loadout/loadout_preference.dm
#	code/modules/mob/living/silicon/robot/robot_defense.dm
#	code/modules/mod/mod_theme.dm
#	code/modules/projectiles/ammunition/energy/laser.dm
#	code/modules/reagents/reagent_containers/cups/drinks.dm
#	code/modules/shuttle/mobile_port/variants/supply.dm
#	code/modules/surgery/organs/internal/eyes/_eyes.dm
#	code/modules/unit_tests/screenshots/screenshot_antag_icons_heretic.png
#	icons/hud/screen_full.dmi
2025-12-15 18:12:29 -05:00
MrMelbert 0d41f5e2e0 Allows you to drop stuff in disposal bins (sort of) (#94249)
## About The Pull Request

If you are **within**
(inside)
(as in you climb into a disposal bin)
(like if you're about to be flushed)
a disposal bin or chute, and drop something, the item goes into the bin
(with you)
(inside the bid)
(like if you put an item in a bin like normal)
(it will also be flushed)
rather than onto the floor around the bin

https://github.com/tgstation/tgstation/pull/40723 added a bunch of
snowflake `Bumped` calls to mimic this effect - they have been removed.

## Why It's Good For The Game

Seems logical to me. It might break a bunch of stuff but it probably
won't.

## Changelog

🆑 Melbert
qol: If you are within a disposal bin or chute, and drop an item, the
item will go into the bin, rather than onto the floor outside of the
bin.
/🆑
2025-12-02 20:41:48 -07:00
Roxy e28e9fbdba Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-23-10-2025 2025-10-23 17:38:23 -04:00
die bb91185a3a Kitchen soundpack (#93495)
## About The Pull Request


https://github.com/user-attachments/assets/f35be993-66b2-448f-953b-4b2ec9a7b8f6
## Changelog
🆑
sound: added more sounds for knives
sound: added more sounds for pots
sound: added more sounds for trays
sound: added more sounds for cutlery
sound: added more sounds for rolling pins
/🆑
2025-10-19 17:52:44 +02:00
Ghom e5be2d0f91 Sensors can now be printed, removed and installed on jumpsuits. HANDCRAFTED jumpsuits no longer have sensors by default (also mild crafting refactor) (#93121)
Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com>
2025-10-18 11:43:38 +02:00
xPokee 5e629dff04 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-10-03 07:05:54 -04:00
MrMelbert 4684abceb0 Refactor reagent container + all subtypes to interaction chain 2 electric boogaloo (#92763) 2025-09-27 18:26:45 +00:00
xPokee 9b282a850e Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-sync 2025-09-17 11:45:44 -04:00
FalloutFalcon 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.
/🆑
2025-09-13 00:36:15 +02:00
xPokee 939f2fc9ac Merge branch 'master' of https://github.com/tgstation/tgstation into xpokee-test-upstream-sync 2025-09-10 14:12:16 -04:00
sushi d19856e2b7 Fix element/elevation failing to clean up its element/elevation_core from turfs when deleted before Moved is invoked on its source (#92860)
## About The Pull Request

* Fixes https://github.com/tgstation/tgstation/issues/92759
* Fixes https://github.com/tgstation/tgstation/issues/81474

The problem is that things like the recycler and bitrunner goal hole
react to the crate Enter'ing them, and within their
`COMSIG_ATOM_ENTERED` handlers will just outright delete the crate.
However, `COMSIG_ATOM_ENTERED` is raised _after_ the crate's `loc` has
been set, so upon its deletion the `element/elevation` that was attached
to it would `Detach` and attempt to remove the `element/elevation_core`
that it had attached to its turf, but will try to do so at the turf it
was moved to, not where it was moved from. Thus, the
`element/elevation_core` would be left on the tile and would still
elevate mobs that moved onto it even though the crate was no longer
there. The second issue linked above goes into more detail about the
bitrunner crate case showing code and such.

This pr attempts to solve this by introducing a new signal,
`COMSIG_ATOM_EXITING`, which is raised in the same fashion as
`COMSIG_ATOM_ENTERING`. It also splits `element/elevation/on_moved()`
into `on_source_exiting()` and `on_source_entering()` so that
`elevation` removes its `elevation_core` from the turf it was on
immediately, before anything has a chance to delete it upon it entering
something.

I'm not TOTALLY confident in this being the proper way to go about this,
but made sure that overlapping elevation things still interact like they
used to, that the `elevation_core` is properly removed upon falling into
a chasm and when entering wormholes, and most importantly that the two
issues listed above no longer happen. This could still be an issue if
there's anyway in game to get an atom to move w/o it going through
`doMove` and raising the ENTERING and EXITING signals so let me know if
there's anyway this can happen!!!
## Why It's Good For The Game


![dreamseeker_8aiK7O3L10](https://github.com/user-attachments/assets/cd5d9439-2851-4d07-9ad8-090edbb533df)

vs


![dreamseeker_SpX6NtHtQG](https://github.com/user-attachments/assets/f15e5572-82a2-4dea-aa9f-7d1a1b455fb3)
## Changelog
🆑 sushi
fix: crates and other objects causing elevation will no longer leave
behind magic elevating turfs upon destruction
/🆑
2025-09-07 09:39:16 +02:00
SyncIt21 2a96ae3344 Refactors reagent transfer operations (#92213)
- Fixes #92198
- Fixes #92298

**1) Replaces reagent `on_transfer()` with its corresponding `expose()`
proc variants**
This PR replaces all known implementations of
`/datum/reagent/on_transfer()` with `/datum/reagent/expose_mob()`. We
use `expose_mob()` & not the other `expose()` variants because all known
implementations were targeting living beings so this was the correct
replacement This has 2 benefits
- `expose_mob()` gets called correctly when an impure reagent is
converted to it's inverse variant like for Cryostylane & Cryogeldia.
This isn't the case for `on_transfer()` so we get correct behaviour
which fixes the above bug
- Removing `on_transfer()` makes the proc `/datum/reagents/trans_to()`
much faster performance wise because we aren't calling `update_total()`
per reagent transfered now but only once at the end after all reagents
are transferred

Also there was little to no functional difference between the 2 procs,
`expose()` works correctly in comparison & this won't confuse devs when
deciding which proc to use. One proc to cover all scenarios

**2) Removes unused expose signals**
`COMSIG_ATOM_AFTER_EXPOSE_REAGENTS` & `COMSIG_REAGENTS_EXPOSE_ATOM` are
not used anywhere in the codebase i.e. no listeners. They can be
discarded as dead code

**3) Fixes wrong transfer amount passed to
`/datum/reagent/intercept_reagents_transfer()` &
`/datum/reagents/expose()`**
The wrong transfer `amount` was passed when it fact it should use
`transfer_amount` which contains the multiplier & proportional
multiplier applied. Also the reagent volumes exposed was computed
incorrectly resulting in the 2nd issue listed above. Blood transferred
to mobs now go to `blood_volume` directly instead of getting added to
the mobs reagent holder as long as it's less than `BLOOD_VOLUME_MAXIMUM`
level

🆑
fix: reagent intercept operations use correct volumes e.g. ph buffers
fix: impure cryostylane now has inverse cryogeldia effects when applied
on mods
fix: exposing reagents now uses correct volumes i.e. injecting blood
into mobs don't increase it exponentially and stops when max levels are
reached. Exposure affects of all reagents are lessened upon continuous
exposure
refactor: refactors how reagent affects are applied on mobs. Report bugs
on github
/🆑
2025-08-04 20:53:36 -04:00
Ghom ec360cf326 [NO GBP] Adds unit test checks for materials and processable comp & co. (#92194) 2025-08-04 20:53:30 -04:00
SyncIt21 64376e2899 Refactors reagent transfer operations (#92213)
## About The Pull Request
- Fixes #92198
- Fixes #92298

**1) Replaces reagent `on_transfer()` with its corresponding `expose()`
proc variants**
This PR replaces all known implementations of
`/datum/reagent/on_transfer()` with `/datum/reagent/expose_mob()`. We
use `expose_mob()` & not the other `expose()` variants because all known
implementations were targeting living beings so this was the correct
replacement This has 2 benefits
- `expose_mob()` gets called correctly when an impure reagent is
converted to it's inverse variant like for Cryostylane & Cryogeldia.
This isn't the case for `on_transfer()` so we get correct behaviour
which fixes the above bug
- Removing `on_transfer()` makes the proc `/datum/reagents/trans_to()`
much faster performance wise because we aren't calling `update_total()`
per reagent transfered now but only once at the end after all reagents
are transferred

Also there was little to no functional difference between the 2 procs,
`expose()` works correctly in comparison & this won't confuse devs when
deciding which proc to use. One proc to cover all scenarios

**2) Removes unused expose signals** 
`COMSIG_ATOM_AFTER_EXPOSE_REAGENTS` & `COMSIG_REAGENTS_EXPOSE_ATOM` are
not used anywhere in the codebase i.e. no listeners. They can be
discarded as dead code

**3) Fixes wrong transfer amount passed to
`/datum/reagent/intercept_reagents_transfer()` &
`/datum/reagents/expose()`**
The wrong transfer `amount` was passed when it fact it should use
`transfer_amount` which contains the multiplier & proportional
multiplier applied. Also the reagent volumes exposed was computed
incorrectly resulting in the 2nd issue listed above. Blood transferred
to mobs now go to `blood_volume` directly instead of getting added to
the mobs reagent holder as long as it's less than `BLOOD_VOLUME_MAXIMUM`
level

## Changelog
🆑
fix: reagent intercept operations use correct volumes e.g. ph buffers
fix: impure cryostylane now has inverse cryogeldia effects when applied
on mods
fix: exposing reagents now uses correct volumes i.e. injecting blood
into mobs don't increase it exponentially and stops when max levels are
reached. Exposure affects of all reagents are lessened upon continuous
exposure
refactor: refactors how reagent affects are applied on mobs. Report bugs
on github
/🆑
2025-07-31 20:04:07 +02:00
Ghom 4975174928 [NO GBP] Adds unit test checks for materials and processable comp & co. (#92194) 2025-07-30 13:17:12 +02:00
Hatterhat ccf9dd2d5e Food items should now pass down their intrinsic food materials during crafting (#91808)
## About The Pull Request

![image](https://github.com/user-attachments/assets/3bf777fc-2636-4b7d-8fef-dab10723e937)
Food items pass down their intrinsic materials during crafting, which
should prevent foods being crafted from meat being red and squishy. The
implementation might be too broad or kinda suck but it worked for the
problem items I tested it on (headcheese, crispy breaded headcheese,
moussaka, ballpark tsukune).

Also properly sets up `material_flags` to be a bitflag when viewing
variables.

## Why It's Good For The Game
Makes intrinsic food materials actually do what they're supposed to do
(prevent food being crafted with meat from being weirdly too meaty).

## Changelog

🆑
code: Materials bitflags should now show the bitflag interface in VV.
fix: Food items now pass down their intrinsic materials during
crafting/processing/microwaving/etc. etc.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-07-04 16:41:50 -04:00
Hatterhat 0523b2d2a4 Food items should now pass down their intrinsic food materials during crafting (#91808)
## About The Pull Request

![image](https://github.com/user-attachments/assets/3bf777fc-2636-4b7d-8fef-dab10723e937)
Food items pass down their intrinsic materials during crafting, which
should prevent foods being crafted from meat being red and squishy. The
implementation might be too broad or kinda suck but it worked for the
problem items I tested it on (headcheese, crispy breaded headcheese,
moussaka, ballpark tsukune).

Also properly sets up `material_flags` to be a bitflag when viewing
variables.

## Why It's Good For The Game
Makes intrinsic food materials actually do what they're supposed to do
(prevent food being crafted with meat from being weirdly too meaty).

## Changelog

🆑
code: Materials bitflags should now show the bitflag interface in VV.
fix: Food items now pass down their intrinsic materials during
crafting/processing/microwaving/etc. etc.
/🆑

Co-authored-by: Hatterhat <Hatterhat@users.noreply.github.com>
2025-07-02 12:00:36 +10:00
Lucy 9451c0bd46 Fix screentips on 516 (kinda) (#91571)
## About The Pull Request

Ports @PowerfulBacon's 516 screentip fix (changing `cursor_hints.dmi`
from 8x5 to 16x16) from
https://github.com/BeeStation/BeeStation-Hornet/pull/11938

there's some weird spacing issues, but it _works_ at least (i would
greatly appreciate someone figuring out how to fix that, tho).

![2025-06-10 (1749590843) ~
dreamseeker](https://github.com/user-attachments/assets/75ce528d-b09a-4c0e-9f13-77b05561a772)

## Why It's Good For The Game

i want my fancy icons back

## Changelog
🆑 Absolucy, PowerfulBacon
fix: Screentip icons work on the latest BYOND 516 again.
/🆑
2025-06-15 15:54:19 -04:00
Lucy 783dcf4b3b Fix screentips on 516 (kinda) (#91571)
## About The Pull Request

Ports @PowerfulBacon's 516 screentip fix (changing `cursor_hints.dmi`
from 8x5 to 16x16) from
https://github.com/BeeStation/BeeStation-Hornet/pull/11938

there's some weird spacing issues, but it _works_ at least (i would
greatly appreciate someone figuring out how to fix that, tho).

![2025-06-10 (1749590843) ~
dreamseeker](https://github.com/user-attachments/assets/75ce528d-b09a-4c0e-9f13-77b05561a772)

## Why It's Good For The Game

i want my fancy icons back

## Changelog
🆑 Absolucy, PowerfulBacon
fix: Screentip icons work on the latest BYOND 516 again.
/🆑
2025-06-11 16:37:30 +00:00
Bloop c906b85d30 Audits wash/cleaning signals + refactors wash() to ensure no needless mob updates occur (#91259)
## About The Pull Request

This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.

This PR

1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary

## Why It's Good For The Game

Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.

## Changelog

Nothing really player facing
2025-06-05 20:05:19 -04:00
Ghom 1f3894e793 Crafting refactor, implementing materials (#89465)
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

Improving the backbone of the crafting system. Also materials and food
code.

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-05 20:05:13 -04:00
SmArtKar d841c9df40 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.

![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-06-05 19:47:01 -04:00
Bloop 2bae025bfe Audits wash/cleaning signals + refactors wash() to ensure no needless mob updates occur (#91259)
## About The Pull Request

This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.

This PR

1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary

## Why It's Good For The Game

Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.

## Changelog

Nothing really player facing
2025-06-02 18:54:53 +00:00
Ghom 4f6727024d Crafting refactor, implementing materials (#89465)
## About The Pull Request
My original plan was to just implement materials into crafting so that
items would inherit the materials of their components, allowing for some
interesting stuff if the material flags of the item allow it. However to
my dismay crafting is a pile of old tech debt, starting from the old
`del_reqs` and `CheckParts` which still contain lines about old janky
bandaids that are no longer in use nor reachable, up to the
`customizable_reagent_holder` component which has some harddel issues
when your custom food is sliced, and items used in food recipes not
being deleted and instead stored inside the result with no purpose as
well as other inconsistencies like stack recipes that transfer materials
having counterparts in the UI that don't do that.

EDIT: Several things have come up while working on this, so I apologise
that it ended up changing over 100+ files. I managed to atomize some of
the changes, but it's a bit tedious.

EDIT: TLDR because I was told this section is too vague and there's too
much going on. This PR:
- Improves the dated crafting code (not the UI).
- replaced `atom/CheckParts` and `crafting_recipe/on_craft_completion`
with `atom/on_craft_completion`.
- Reqs used in food recipes are now deleted by default and not stored
inside the result (they did nothing).
- Renames the customizable_reagent_holder comp and improves it (No
harddels/ref issues).
- Adds a unit test that tries to craft all recipes to see what's wrong
(it skips some of the much more specific reqs for now).
- In the unit test is also the code to make sure materials of the
crafted item and a non-crafted item of the same type are roughly the
same, so far only applied to food.
- Some mild material/food refactoring around the fact that food item
code has been changed to support materials.

## Why It's Good For The Game
Improving the backbone of the crafting system. Also materials and food
code.

## Changelog

🆑
refactor: Refactored crafting backend. Report possible pesky bugs.
balance: the MEAT backpack (from the MEAT cargo pack) may be a smidge
different because of code standardization.
/🆑
2025-06-01 16:37:43 -07:00
SmArtKar b4061f1800 [MDB IGNORE] Blood Refactor Chapter 2: Collector's Edition (#91054)
## About The Pull Request

Refactors most of blood handling code untouched by #90593 and completely
rewrites all blood decals, components and reagents.

- Blood types now have behavioral flags which allow them to control
where they leave decals/DNA/viruses. Oil no longer transfers DNA and
viruses with it, while podpeople water-blood doesn't leave visible
decals on turfs and items, but still can be picked up by DNA scanners.
- Multiple blood types have received unique handling - liquid
electricity blood now glows in the dark, oil trails are flammable and
lube ones are slippery. Oil blood can be restored with fuel, lube with
silicon and slime with stable plasma (as normal plasma already passively
regenerates their blood), instead of everything using iron. Saline
solution only supplements on iron-based blood and won't do anything to
help with bloodloss for species who rely on different blood types.
(Roundstart this applies only to Ethereals)
- All blood logic has been moved away from the blood reagent itself into
a blood element that is assigned to the blood reagent by default, and to
any reagent that's drawn from a mob as their "blood" (in
``transfer_blood_to``). This means that blood you draw from lizards will
be green and have lizard's blood description instead of mentioning red
blood cells, Ethereal "blood" will actually contain their DNA and genes,
etc.
- Refactored all blood decals. Blood states are no more, everything is
now handled via blood DNA. Credits to MrMelbert and Maplestation, as a
significant amount of code has been taken from
https://github.com/MrMelbert/MapleStationCode/pull/436 and many of his
followup PRs. Oil and xenomorph splatters are now subtypes of blood,
blood drying is now animated, blood trails now curve and can be
diagonal.
- Rewrote bloodysoles and bloody_spreader components, credits to Melbert
again for the former, while latter now makes more sense with its
interactions. Bloody soles no longer share blood DNA with your hands.
- Ported Melbert's bloody footprint sprites and bot-blood-spreading
functionality.
- Removed all species-side reagent interactions, instead they're handled
by said species' livers. (This previously included exotic blood
handling, thus the removal)
- Slightly optimized human rendering by removing inbetween overlay
holders for clothing when they're not needed.
- Blood-transmitted diseases will now get added to many more decals than
before.
- Cleaned up and partially refactored replica pods, fixed an issue where
monkeys/manipulators were unable to harvest mindless pods.
- Exotic bloodtype on species now automatically assigns their blood
reagent, without the need to assign them separately.
- Clown mobs now bleed (with colorful reagent instead of blood during
april fools), and so do vatbeasts (lizard blood)
- Implemented generic procs for handling bleeding checks, all sorts of
scanners now also correctly call your blood for what it is.
- Podpeople's guts are now lime-green like their organs, instead of
being weirdly greyish like their water-blood. (Their bleeding overlays
are still grey, as they're bleeding water)
- Slimepeople now can bleed. Their jelly is pale purple in color, but
their wound overlays copy their body color.
- Injecting/spraying/splashing/etc mob with a reagent preserves its
data, so you could theoretically recycle fine wines from someone's
bloodstream
- Fixed burdened chaplain's sect never actually giving a blessing when
applying effects, and giving a blessing when nothing can be healed.
Inverted check strikes again.

- Closes #91039 

#### Examples

A lot of blood here has dried, visually the blood colors are almost
exactly the same as before either of the blood refactors.


![dreamseeker_BSP7FE9pRB](https://github.com/user-attachments/assets/45711fa0-ae65-4ec2-9e89-753fa7dd876f)

![dreamseeker_zyv9ssh5VN](https://github.com/user-attachments/assets/7b112854-b7e3-4bfe-b78b-199a55b5b051)
2025-05-31 19:38:07 -05:00
Bloop 4ba1520df8 There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request


This PR:

- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.

- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.

- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.

- For the admins: Adds a clown blood smite.

My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.

I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.

This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
2025-04-29 18:33:34 -06:00
John Willard d0474048e1 Space cola removes rust (#90452) 2025-04-29 17:45:28 -06:00
Bloop 3d01e86e29 There will be (colorful) blood: datumizes bloodtypes, greyscales blood sprites, and fixes a lot of inconsistencies with gibs and forensic data (#90593)
## About The Pull Request


This PR:

- Converts all of the blood types into their own datums, which can be
set up to have their own colors, descriptions, and other fun unique
properties. For example, the clown blood that is constantly randomizing
itself.

- Converts all the blood decals into greyscale, which in turn eliminates
the need for separate xeno sprites. They both use the same ones now.

- Audit of blood splatters/gibs/bodyparts/organs to make sure that they
are getting the correct forensic data applied to them.

- For the admins: Adds a clown blood smite.

My primary goal with was to make the appearance of the new sprites look
almost indistinguishable to the original ones.

I consider this a "first pass", as in there are still some further
refactors I would like to do on the backend side, but am satisfied with
it enough to push it forward as a first step towards a better blood
system! I didn't want to do too much at once because of A) fatigue and
B) easier to test things to make sure I'm not breaking something
important this way.

This has been test-merged on Nova for over a week now and has been going
great, so I finally got around to upstreaming the bones to TG. Although
I did test it a bit you may want to TM it just in case I missed some
things when copying it over.
2025-04-28 00:57:59 -05:00
Lucy ed4a39f188 Disable screentip images for clients on BYOND 516.1657+ (#90613) 2025-04-20 11:01:58 -07:00
Lucy 04c1d233d0 Disable screentip images for clients on BYOND 516.1657+ (#90613) 2025-04-15 11:19:07 +02:00
John Willard 63e652eb37 Space cola removes rust (#90452) 2025-04-08 12:07:21 -07:00
Waterpig 753d8e5ba4 Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-04a 2025-04-08 18:58:45 +02:00
LemonInTheDark b59132ad60 Removes Corner Smoothing (Mild Bitmask Improvements) (#90002)
<!-- Write **BELOW** The Headers and **ABOVE** The comments else it may
not be viewable. -->
<!-- You can view Contributing.MD for a detailed description of the pull
request process. -->

## About The Pull Request

[Removes all remaining users of SMOOTH_CORNER + dirt
automation](https://github.com/tgstation/tgstation/commit/71d120511a372501ac546b2571ef570eb4426a56)

Removes all remaining instances of overlay smoothing (the deprecated
system that stitches corners together IN ENGINE) from the game.

This amounts to:
The test smoothing wall, which I converted to just bitmask + diagonals 
Stationary canisters, which I've done the same to (alongside adding all
the states to gags, which around doubled their gags count). These
autocut now.

I've also given dirt icons autocutting, for spriter convieneince (I
would have done this before but I didn't know they smoothed)

[Removes corner smoothing from the
codebase](https://github.com/tgstation/tgstation/commit/98ebe5815223a3078c2e591fd277b9418ed03278)

This code is OLD, and has been functionally deprecated for as long as
I've been here. It basically does what bitmask smoothing does, but
instead of prebaking connections they're formed in engine with overlays.

This is... fine, and does TECHNICALLY allow for unique effects, but
none's gonna use it because the details are so niche, so it just becomes
a risk factor for someone fucking up and using overlays for some reason.

What it does do then is clutter up our smoothing code with 2 different
async systems, one of which functions SLIGHTLY differently from its
brother. IMO it just works to confuse people trying to read smoothing
code (already quite confusing).

I've removed it, alongside its bespoke code/variables, excluding
area_limited_icon_smoothing, a var on areas that prevents smoothing out
of network, which I have instead integrated into bitmask smoothing.

I've updated snowflake's documentation to be more up to date with modern
systems, and earmarked where explanations/automation for the more...
underdeveloped bits of smoothing should go in the future.

## Why It's Good For The Game

I relapsed and needed something to put that energy towards.

We don't really want people to use this, and none knows enough about it
to take advantage of its theoretical uses.
Really its only purpose right now is making understanding diagonal
smoothing easier, and that's not all that hard of a task.
Better to remove and integrate then to let rot and confuse.

## Changelog

<!-- If your PR modifies aspects of the game that can be concretely
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mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and its effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
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🆑
add: Smoothed objects on shuttles now will only smooth with other
shuttles (added support for extensions of this system)
refactor: I've funked around with our smoothing system, cutting out some
older code. Lemme know if anything is weird PLEASE
/🆑

<!-- Both 🆑's are required for the changelog to work! You can put
your name to the right of the first 🆑 if you want to overwrite your
GitHub username as author ingame. -->
<!-- You can use multiple of the same prefix (they're only used for the
icon ingame) and delete the unneeded ones. Despite some of the tags,
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2025-03-20 15:42:16 +13:00
MrMelbert 5a16f74fb3 Pixel adjustments to mobs are now sourced / Refactors riding (#89320)
Fixes #85980

- Pixel adjustments are now sourced

When tweaking a mob's pixel w, x, y, z, is is now done via `add_offsets`
and must have a source string associated

- Refactors riding

Refactors how riding component selects the offsets to use. It's now all
done via the getter rather than a weird mix of a var, a cache, and a
getter.

- Moves a bunch of animations to use `pixel_w` / `pixel_z`

Largely to prevent conflicts with adjustments to a mob's pixel position,
but also as many animations are not actual movements, but visual
movements. Floating is one such example.

It just works

🆑 Melbert
fix: Fixed grab offsets not showing for anything but passive grab
fix: Fix jank with mob offsets when riding things
refactor: Refactored riding component, particularly how it selects layer
and offsets. Report any oddities
refactor: Refactored pixel offsets of mobs. Report any oddities
/🆑
2025-03-12 16:00:01 -04:00
Majkl-J b6b8306fda Merge branch 'master' of https://github.com/tgstation/tgstation into upstream-25-02a 2025-02-20 00:00:19 -08:00
MrMelbert ffd97819c1 Pixel adjustments to mobs are now sourced / Refactors riding (#89320)
## About The Pull Request

Fixes #85980

- Pixel adjustments are now sourced

When tweaking a mob's pixel w, x, y, z, is is now done via `add_offsets`
and must have a source string associated

- Refactors riding

Refactors how riding component selects the offsets to use. It's now all
done via the getter rather than a weird mix of a var, a cache, and a
getter.

- Moves a bunch of animations to use `pixel_w` / `pixel_z`

Largely to prevent conflicts with adjustments to a mob's pixel position,
but also as many animations are not actual movements, but visual
movements. Floating is one such example.

## Why It's Good For The Game

It just works

## Changelog

🆑 Melbert
fix: Fixed grab offsets not showing for anything but passive grab
fix: Fix jank with mob offsets when riding things
refactor: Refactored riding component, particularly how it selects layer
and offsets. Report any oddities
refactor: Refactored pixel offsets of mobs. Report any oddities
/🆑
2025-02-12 17:16:13 -07:00
Lucy 348413a8a6 Add a DISABLE_DREAMLUAU define, for disabling dreamluau at compile-time (#89359)
## About The Pull Request

this adds a new define, `DISABLE_DREAMLUAU` (commented out by default),
which does... exactly what it says on the tin. it fully disables any
dreamluau-related code (the "Open Lua Editor" admin verb is left in,
albeit just giving the user a warning saying Lua is disabled, just so
there's no confusion about the verb itself being missing)

when compiling with OpenDream outside of CI (so dreamluau code will
still be linted), `DISABLE_DREAMLUAU` will be defined by default, tho.

## Why It's Good For The Game

makes OpenDream testing easier

## Changelog

no user-facing changes. or even code changes for most cases.
2025-02-06 02:27:55 +01:00
grungussuss e46db99412 airlocks and computers are leanable (#88478)
## About The Pull Request
- added a signal - `COMSIG_ATOM_DENSITY_CHANGED`, is sent when
set_density is called and doesn't early return
- changed all manual assignments of .density to use `set_density` so the
signal is sent
- airlocks get the leanable component, if the airlock opens while you
are leaning on it - you will fall
- computers get the leanable component
## Why It's Good For The Game
can lean on more stuff, roleplay! Immersion!
*John Tider leans on the airlock*
## Changelog
🆑 grungussuss
add: computers and airlocks are now leanable
refactor: changed how density/collision of some objects is changed,
report any oddities!
/🆑

---------

Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com>
2024-12-29 08:53:55 +01:00