Commit Graph

8 Commits

Author SHA1 Message Date
TiviPlus 80afefb339 Remove unused seethrough arg (#90406)
unused

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-04-29 17:11:54 -06:00
TiviPlus 4533179173 Fixes seethrough mob offsetting on 516 (#90405)
## About The Pull Request

Some of the pixel_x/y changes in 516 broke this i think (Lemon update:
this was an intentional change in 516 to remove the need to dumb
offsetting like this)

## Why It's Good For The Game


![image](https://github.com/user-attachments/assets/4f9b1ba5-82d7-4569-98b1-69635a6b17f1)

## Changelog
🆑
fix: fixed seethrough mob offsetting your sprite
/🆑

Co-authored-by: TiviPlus <572233640+TiviPlus@users.noreply.com>
2025-04-29 17:11:39 -06:00
SmArtKar 8d48f8d4d2 Fixes an 8 year old bug which colored your HUDs with you (#88667)
## About The Pull Request

Partially a port of
https://github.com/DaedalusDock/daedalusdock/pull/1163 which is a port
of my own code from bitbus
Closes #88579

Instead of manually setting hud images and positioning we now can use
set_hud_image_state which also updates their position to ensure that
they scale with the owner atom. HUDs had RESET_COLOR and RESET_TRANSFORM
but no KEEP_APART, so they were stuck with mobs all this time. I
replaced RESET_TRANSFORM with PIXEL_SCALE (shouldn't be reserved to mob
huds only to be honest) and added KEEP_APART, so that HUDs still
scale/rotate with their owner but don't inherit their color. Also fixed
the dragon issue, that's where this PR actually started.

Closes https://github.com/tgstation/tgstation/issues/45411

## Why It's Good For The Game

I don't want my HUDs to be pretty pink when I make a barbie Clarke.

## Changelog
🆑
refactor: Rewrote some of HUD code so they're no longer colored in their
owner's color
fix: Space dragons no longer turn invisible when toggling seethrough
mode
/🆑
2024-12-26 15:06:04 +01:00
SmArtKar ab7f1c12d6 Implements icon size caching to avoid unnecessary load in updatehealth (#88266)
## About The Pull Request

Technically an improved port of
https://github.com/DaedalusDock/daedalusdock/pull/651, instead of only
storing height over 32 pixels for HUDs we store both pure height and
width for the sake of cutting down on icon operation spam (which is
pretty costly). Should save us a significant amount of time, cuts down
update_health_hud times by 45% and total update_health by 30% which is
pretty good for a somewhat hot proc.

## Why It's Good For The Game

Our health HUDs constantly fetch icons ***twice*** every update_health,
jesus.

## Changelog
🆑 SmArtKar, Kapu
code: Implemented caching for icon sizes which should significantly
improve mob health performance due to HUDs constantly fetching icons
/🆑
2024-12-06 23:59:30 +01:00
Ben10Omintrix ef52709343 fixes leaper polymorph outbreak (#86559)
## About The Pull Request
fixes a bug where if people ride animals that share abilities with their
rider, and this animal happens to be polymorphed, players would be able
to turn into it by clicking that ability. this pr makes it so riders are
unable to use the ridden mob's polymorph ability, or if they are, it
will only transform the ridden.

## Why It's Good For The Game
closes #85114 , closes #85122

## Changelog
🆑
fix: fixes being able to transform into polymorphed mobs by riding them 
/🆑
2024-09-10 12:05:56 -04:00
Mothblocks c1d68698fb Micro-optimize qdel by only permitting one parameter (#80628)
Productionizes #80615.

The core optimization is this:

```patch
-	var/hint = to_delete.Destroy(arglist(args.Copy(2))) // Let our friend know they're about to get fucked up.
+	var/hint = to_delete.Destroy(force) // Let our friend know they're about to get fucked up.
```

We avoid a heap allocation in the form of copying the args over to a new
list. A/B testing shows this results in 33% better overtime, and in a
real round shaving off a full second of self time and 0.4 seconds of
overtime--both of these would be doubled in the event this is merged as
the new proc was only being run 50% of the time.
2023-12-28 13:52:44 -08:00
Jeremiah cf1a7c89fd Fixes invisibility exploit (#79337)
## About The Pull Request
Adds a short cooldown timer (1s) to the toggle seethrough ability to
give it time to stop animating
## Why It's Good For The Game
Fixes #79161 
## Changelog
🆑
fix: Fixed an invisibility exploit on large mobs. Probably better this
way
/🆑

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-10-30 05:44:19 +00:00
IndieanaJones ed51898942 Replaces Big Mob Tiny Sprites With Togglable Clientside Transparency For Big Mobs (#77361)
## About The Pull Request

This PR replaces the tiny mob sprite abilities for our large mobs with a
Toggle Seethrough ability. What this does when enabled is make yourself
transparent on your own client and makes you unable to click yourself.
With this, any sort of overlays that get added look correct while in
your tiny mob form and you can still appreciate your large size without
giving up the ability to click on targets that would be hiding
underneath your sprite.


![XenoQueen](https://github.com/tgstation/tgstation/assets/47086570/537b7db7-84fd-4202-955f-c5d2bec830c0)


![image](https://github.com/tgstation/tgstation/assets/47086570/1f9272f0-a972-407f-9031-ee87bbc67ead)

In total, this ability is granted to all the mobs who had tiny sprites:

- Xenomorph Queen
- Space Dragon
- Megafauna (not that players ever get access to these normally, but it
might be nice for admins)

Along with all this, I've also gone and expanded the mobs who get access
to the Seethrough ability to mobs that are large but didn't have a
mini-sprite. This includes:

- Jungle giants (leaper and mega arachnid)
- Tree mob
- Festivus pole mob
- Lavaland elites
- Xenomorph Praetorian
- Wumborian Fugu

On top of all this, any simple/basic mob given a fugu gland also
automatically gains this ability.

This solution also fixes all the overlays bugs that tiny mob sprites
introduced to the game, most notably the xenomorph queen overlays being
screwy when in small form and space dragon's overlays being completely
disabled for everyone if he was in small form.

The only issue with this currently is that clicking on any overlays from
your mob will let you still click on yourself, though this issue is
pretty negligible.

## Why It's Good For The Game

Tiny mob sprite abilities clashed very hard with our overlay system,
leading to a lot of buggy and unintended behavior. This replacement
works a lot more smoothly with overlays and also requires much less
setup to give it to a mob than tiny sprites did. I would also imagine it
helps keep the fantasy of being a big monster alive by letting you still
see yourself being a big monster without it getting in your way when
trying to attack things.

## Changelog
🆑
del: Removed tiny mob sprite abilities for large mobs
add: Add a Self Seethrough ability, given to most large mobs and all
mobs affected by a fugu gland
fix: Space Dragon's overlay will no longer vanish at times

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-17 07:20:38 +02:00