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Author SHA1 Message Date
MrMelbertandGitHub 135a09182b Refactors obscured (#92779)
## About The Pull Request

Fixes #85028

Obscured flags and covered flags are tracked on carbons, updated as
items are equipped and unequipped. It's that shrimple.

Closes #92760

Just removes the species exception checks for not making sense

Also refactors handcuffs / legcuffs removal. In all of these situations
they were hardcoded when they could easily just use an inventory proc to
work.

## Why It's Good For The Game

Stops a million excessive calls to `check_obscured_slots`

Makes obscured behavior more consistent

Makes obscured behavior easier to use

Cleans up human rendering (There was some cursed stuff before with
render item -> updated obscured -> update body -> cause side effects)

## Changelog

🆑 Melbert
del: Golems which somehow manage to grow wings and somehow manage to
equip something that covers their jumpsuit can no longer fly.
(Seriously, this will not affect anyone)
refactor: Refactored clothing obscurity entirely. Items should be a
loooot more consistent and what covers what, and should update a lot
snappier. As always, report any oddities, like mysteriously disappearing
articles of clothing, hair, or species parts
refactored: Refactored handcuffs and legcuffs a bit, report any odd
situations with cuffs like getting stuck restrained
/🆑
2025-09-07 09:24:34 +02:00
ArturlangandGitHub b808b94e99 Fix hoods not hiding anything (#92285)
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## About The Pull Request
Fixes the issue with toggleable clothing not properly considering
obscured inv_flags slots
this is the issue related to this bug, but this solution is moreso a
hack than anything so i'm not closing the issue.
https://github.com/tgstation/tgstation/issues/85028
potential better fix at
https://github.com/DaedalusDock/daedalusdock/pull/826
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## Why It's Good For The Game
ew
<img width="93" height="107" alt="heretic_cosm"
src="https://github.com/user-attachments/assets/f560ebab-4e99-45bf-8ec2-ca04fe7f9b1e"
/>
good
<img width="106" height="103" alt="Screenshot 2025-07-23 224257"
src="https://github.com/user-attachments/assets/af61cb06-8578-4349-ab79-436e2cc7ee06"
/>



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## Changelog

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🆑
fix: clothing with hood now correctly hides slots based on inv_flags
/🆑

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2025-07-26 07:23:01 +02:00
cb51a652a9 Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
## About The Pull Request

Revival of https://github.com/tgstation/tgstation/pull/86482, which is
even more doable now that we have rustg iconforge generation.

What this PR does:

- Sets up every single GAGS icon in the game to have their own preview
icon autogenerated during compile. This is configurable to not run
during live. The icons are created in `icons/map_icons/..`
- This also has the side effect of providing accurate GAGS icons for
things like the loadout menu. No more having to create your own
previews.


![FOuGL6ofxC](https://github.com/user-attachments/assets/e5414971-7f13-4883-9f7f-a8a212b46fe8)

<details><summary>Mappers rejoice!</summary>


![StrongDMM_1oeMSoRHXT](https://github.com/user-attachments/assets/83dcfe4c-31be-4953-98f3-dff90268bbc4)


![StrongDMM_uyqu3CggPn](https://github.com/user-attachments/assets/7896f99e-2656-40e1-a9da-3a513882365a)

</details>

<details><summary>Uses iconforge so it does not take up much time during
init</summary>


![dreamdaemon_u4Md3Dqwge](https://github.com/user-attachments/assets/17baaff8-5d5e-4a4d-ba8f-9dd548024155)

</details>

---

### Copied from https://github.com/tgstation/tgstation/pull/86482 as
this still applies:

Note for Spriters:

After you've assigned the correct values to vars, you must run the game
through init on your local machine and commit the changes to the map
icon dmi files. Unit tests should catch all cases of forgetting to
assign the correct vars, or not running through init.

Note for Server Operators:

In order to not generate these icons on live I've added a new config
entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in
the config.txt


## Why It's Good For The Game

No more error icons in SDMM and loadout.

## Changelog

🆑
refactor: preview icons for greyscale items are now automatically
generated, meaning you can see GAGS as they actually appear ingame while
mapping or viewing the loadout menu.
/🆑

---------

Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
2025-05-24 15:21:02 -07:00
JeremiahandGitHub 70d356506f Fixes a bitrunning runtime & adds a component initialize result (#90099)
## About The Pull Request
Noticed that bitrunning virtual spawners were runtiming if the server
was already emagged. Basically, the guardrail component is added
(virtual_entity), then immediately deleted because it's emagged, leading
to a race condition in `JoinParent()` where parent is null. I still want
to keep this "valid, but delete me" state for components, so I made
`COMPONENT_REDUNDANT` (thx @LemonInTheDark).

I can't say for certain because I couldn't repro, but this /probably/
fixes #89992
## Why It's Good For The Game
Fixes a runtime
Allows devs to add components that execute an arbitrary amount of logic
while still qdeling themselves due to some in-game incompatibility issue
## Changelog
N/A
2025-03-20 13:51:47 +01:00
6faa37853b Void Heretic Rework: You Can (Not) Heat Up. (#85728)
## About The Pull Request

Reworks most of the Void Heretic kit.

All Void spells now apply a stacking debuff that makes you gradually
colder.

Void Blast has been replaced with a new spell "Void Conduit" and a new
Side knowledge spell, "Void Prison" has been introduced.

 Waltz At The End Of Time has been completely overhauled.

Lastly Void Blade has been resprited along with the overlay of Void
Chill, check any of the linked videos to see the new look.

All new sprites have been kindly made by OrcaCora.

## Why It's Good For The Game


Void path is *Supposedly* themed around the cold of space but doesn't
have any tools to live up to the fantasy of being an harbringer of the
Void whose main goal is to freeze the station to an icicle.

Then there's also the issue of Void being utterly underwhelming compared
to his neighbors, Cold is way too easy to treat as a status effect, so
much so, a simple cup of coffee can utterly shutdown the void storm,
which is just unacceptable.

# **Changes**

- **Void Chill**: Is now a stacking debuff, each stack slows movement
speed by a percentage while lowering body temperature, upon reaching the
cap, which is 5 stacks, the victim cannot heat up anymore, all void
Spells apply 1 stack of the debuff, with the exception of the grasp
applying 5 (2 for the mark and 3 for the detonation) and the blade
upgrade applying 2.


**Reasoning**: Void chill currently suffers from being completely
shutdown by sipping tea, coffee or having the COLD_RESIST trait,with
this change you can still negate the damage and the slowdown you get
from being cold but not the slowdown from the debuff itself.

- **Aristocrat's Way**: Now grants no slip on ice and water tiles on
cold or depressurized turfs

**Reasoning:** Since the rework revolves around making Void heretic more
involved in freezing the station, they should be able to move in their
domain without getting punished for it.

- **Void Cloak:** Can now be toggled on and off to make the cloak
visible or invisible; when the cloak is visible it grants low pressure
immunity trait.

**Reasoning:** Not having pressure resistance as a Void Heretic just
sucks, as you are clearly intended to somewhat go into space at some
point; giving it to the cloak is a good compromise since you sacrifice
better protection (***the armor values of the cloak are pitiful***) for
utility.


- **Replaces "Void Blast" with a new spell, "Void Conduit"**.

**Void Conduit:** Opens a gate to the Void; it releases an intermittent
pulse that damages windows and airlocks and applies a stack of void
chill to non heretics, Heretics are granted the low pressure resistance
trait.
**Reasoning**: I like the idea behind Void Blast; unfortunately, the
spell has limited uses if an area isn't already spaced, which is hard to
do considering the current kit of Void Heretic doesn't provide anything
to help in that regard.

I wanted to give Void Heretic a tool to turn any area of their choosing
into their ideal habitat. Not amazing for quick assassinations, good if
you are anticipating a fight or want to simply expand your domain, the
added Trait might seem redundant, but let's not forget that the void
cloak is still a side knowledge, I don't want newbie heretics to space
an area and accidentally killing themselves because of it.
 
Video Demonstration: https://www.youtube.com/watch?v=nhPdj1hIgSI

- **New side knowledge: "Void Prison."**

**Void Prison:** It makes the target invulnerable and unable to do
anything for 10 seconds , when the spell ends, it applies a few stacks
of void chill, cannot be self-cast.

It occupies the same slot of Blood Siphon (inbetween Raw Ritual and Void
Phase.)


Video Demonstration: https://www.youtube.com/watch?v=nKZd8aEcZFw

**Reasoning**: Void is technically meant to be an assassination path and
not really apt at tackling multiple opponents, this spell might come
into clutch if you are outnumbered, or simply want some breathing room
from your pursuers.

- **Void Jaunt and Void Pull**

Cooldown respectively reduced to 25 and 30 seconds, down from 30 and 40.

**Reasoning:** I felt that the cooldown on these was a bit too high
overall; as it stands, Void Phase cooldown is twice as long as Ashen
passage, one of the best and arguably most sidepathed spells in the
game.

Granted phase is faster and has more range but I don't think it
justifies its cooldown being this long.

Void pull could also use slightly less cooldown, being the very last
spell you unlock and offering a simple melee knockdown.

- **Seeking Blade:** Now applies 2 stacks of void chill per hit.

**Reasoning:** Seeking blade is a bit underwhelming for being the final
blade upgrade, teleporting to a target you just stunned at melee range
is incredibly niche, now that Void chill is a stacking debuff we can
probably just slap it on the blade itself.


- **Waltz At The End Of Time:** The Heretic becomes weightless and able
to levitate around, (carp movement essentialy).

The heavy storm is no longer bound to the room the heretic is in but is
now an aura around them, this does a few things.

1) Releases a pulse that depressurizes areas, shatters windows, airlocks
and firelocks, and applies a stack of void chill to non heretics, the
passive burn and oxy damage effect has been removed.

2) Grants to the Heretic projectile deflection.


**Reasoning:** Void Has the reputation of having the weakest ascension
in the game, which it's hard to disagree on considering you can
completely neutralize the effects of the storm by simply sipping tea and
how generally little it does overall.

It's also kind of strange that you have this massive Eldritch storm
ravaging the station and for it to have no effects on its atmosphere,
infrastructure, or projectiles whatsoever.

Video Demonstration: https://www.youtube.com/watch?v=1_blr20-hgA


## Changelog

🆑
add: New Heretic Side Knowledge, Void Prison.
add: New Void Spell Void Conduit has now replaced Void Blast.
balance: Void Chill is now a stacking debuff, upon reaching the cap,
makes the target unable to heat up.
balance: Aristocrat's way now grants immunity to ice and water slips on
cold turfs.
balance:  Void Cloak now grants low pressure resistance when visible.
balance: Void Phase and Void pull have received a minor CD reduction.
balance: Seeking Blade now applies a couple of stacks of void chill.
balance: Void Heretic Ascension has been overhauled, it's now protects
the heretic from projectiles, destroys windows and airlocks and applies
void chills to non heretics.
image: Void Blade and Void Chill have received some new sprites.
/🆑

---------

Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com>
Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com>
2024-09-10 22:21:04 +00:00
MothblocksandGitHub 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
BloopandGitHub 4c870f71ca Fixes a bunch of callbacks that were being qdeleted, and code cleanup (#77904)
## About The Pull Request


![image](https://github.com/tgstation/tgstation/assets/13398309/559eb50a-461c-4220-b628-55412baaffc3)

Continuing the work of
https://github.com/tgstation/tgstation/pull/77850.

it started with finding one that was being missed and causing a
runtime...then I noticed a whole lot more. While I was doing this I
found callbacks that weren't being nulled in `Destroy()`, so I added
that wherever I found these spots as well as some general code cleanup.

There were a lot more of these than I initially hoped to encounter so
I'm labeling it as a refactor.

## Why It's Good For The Game

Fixes lots of runtimes, improves code resiliency.

## Changelog

🆑
refactor: fixed a bunch of instances of callbacks being qdeleted and
cleaned up related code
/🆑
2023-08-25 16:03:27 -06:00
LemonInTheDarkandGitHub ed0999e4ea Adds error on qdeling callback, fixes errors this causes (#77850)
## About The Pull Request

You shouldn't ever qdel a callback. If you don't want to own it free
your ref (remove it from a list/set it to null). When all refs are
cleared it'll get cleaned up by byond itself
2023-08-22 21:32:30 -05:00
JacquerelandGitHub eff69893a5 [no gbp] Hoods will unequip on hoodie removal. (#77167)
## About The Pull Request

Fixes #77010
Adds a missing event registration to "toggled items", as I apparently
didn't consider all means that equipment can be removed from your person
(I was mostly testing unequipping it from _myself_).

## Why It's Good For The Game

If someone snatches your jacket they should get the hood too.

## Changelog

🆑
fix: Losing your hooded suit (whether to theft, or because you were
turned into an ape) will also cause you to lose the hood.
/🆑
2023-07-31 13:43:51 +02:00
JacquerelandGitHub 630a445072 [no gbp] Fixes item action buttons (#76411)
## About The Pull Request

Fixes #76405
Closes #76408


![image](https://github.com/tgstation/tgstation/assets/7483112/c0e8ba32-781a-4079-a8bf-1136b416a7d7)
I goofed this one by not properly testing my review changes after moving
some code around.
Also comes with a nicer solution to a problem I was having with
deletion.

## Why It's Good For The Game

I think it's good to be able to use item actions.

## Changelog

🆑
fix: Actions granted by equipped or held items now actually appear again
/🆑
2023-06-30 04:19:43 -07:00
JacquerelandGitHub 973a76b29a Makes hoods into a component (#75977)
## About The Pull Request

Refactors the behaviour of "one clothing item deploying another clothing
item" from `/obj/item/clothing/suit/hooded` and makes it into a
component.
This allows you to make hooded items which are not part of that
typepath. It also means you could make (for instance) a hat which can
deploy a pair of sunglasses into the eye slot or a jumpsuit with
deployable clown shoes or something.

I need to pass in an assload of callbacks because we have a bunch of
special hoodies that want to do things when you raise and lower the
hood, but for a normal item you would not need these.

## Why It's Good For The Game

Frees people from the tyrrany of typepaths, mostly.
Plausibly you could use it to do something fun we don't currently do.

## Changelog

Not player facing, hopefully. As long as I did this all right.
2023-06-28 18:58:30 -06:00