Commit Graph

5 Commits

Author SHA1 Message Date
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
Time-Green a66a60e711 1X3 ICEBOX | Wilderness Expansion (Now not extremely slow!) (#91920)
## About The Pull Request
Turns the surface z-level of icebox into a 1x3 area, effectively adding
2 wilderness new z-levels surrounding the station

Because it's not always clear to other people what I'm talking about,
this is what I mean with making the surface level a 3x3 z-level

The wilderness z-levels are gridlinked, instead of crosslinked, which
just means the connections are consistent and not randomized. If you
keep going right, you will always end up where you started again,
eventually. This also removes the black border around the surface icebox
z-level (cause you can just go there now)

**Wilderness levels**
I've added some Z-level templates that can be generated. They're
incredibly basic, but all can spawn runes on them as well.
- Snow planes (5x)
- Ice planes (1x)
- Forest planes (1x)
- Mountain planes (1x)

I've also tweaked surface generation quite a bit. It being completely
covered in bones always felt weird, and the intersparsed rocks and
chasms never sat right with me. The default overworldgen is now more
like the Forested trait, but with more sparse trees.

All of this is modular btw. You can increase the amount of z-levels,
make any space z-level be unrandomized gridlinked or add your own
wilderness z-levels (either to your own map or icebox)

## Why It's Good For The Game
Icebox exploration is kind of depressing. We have this unique setting,
but we can't really go anywhere? You can go down and find that one pool,
which is about the peak of exploration of icebox.

Now you can literally explore the entire round and get incredibly lost!
It's also a great opportunity for mappers! (Especially since the
templates I made were made rather quickly as I wasn't sure if this had
merit).

2 extra z-levels isn't a lot, but it'll let us further develop planetary
wilderness z-levels further without impacting load times that much.
Maybe 3x3 icebox can be real in the future, but for now 1x3 icebox will
have to do
2025-08-19 22:41:05 -04:00
Lucy 2ee02682f7 Converts most other usages of block() to x/y/z format (#89290)
## About The Pull Request

The sequel to https://github.com/tgstation/tgstation/pull/89234

> someone should do the rest at some point

guess what, I'm that someone :3

## Why It's Good For The Game

Same reasoning as the previous PR:

> less cluttered code is nice, and it should in theory be more optimized
as we avoid the need to run min, max, and locate.

## Changelog

No user-facing changes
2025-02-07 02:44:10 +01:00
tonty 3f0b4abb8d Replaces world.icon_size (and some magic numbers) with defines (#86819)
## About The Pull Request

All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context

Replaces some "32" magic numbers with the defines

A few bits of code have been modified to split up x/y math as well

## Why It's Good For The Game

Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains

## Changelog

🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑

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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-09-29 13:28:32 +00:00
itsmeow 5f9c772c27 Optimize mirage_border by converting it to an element and a movable (#77137)
## About The Pull Request

Converts /datum/component/mirage_border to an element, saving init time
spent attaching components to thousands of objects. It also repaths it
from /obj/effect/abstract to /atom/movable, since it doesn't need to be
an object, as it's not a physical object within the game.

~~Also adds a case handling when world.view is not an integer.~~ This
never happens

Here it is working:


https://github.com/tgstation/tgstation/assets/10366817/c8cfe2df-275a-4c97-b063-4fd83f7f09c3

Port of https://github.com/BeeStation/BeeStation-Hornet/pull/9490/

## Why It's Good For The Game

Saves init time, approx 0.32sec on Meta on my machine.


![image](https://github.com/tgstation/tgstation/assets/10366817/f423813e-e627-44a4-b6c6-b1d6fe49e8c3)

![image](https://github.com/tgstation/tgstation/assets/10366817/ad6796c6-ff78-4140-9a5a-3572ac34f42c)


## Changelog

🆑
code: Optimized z-level transition mirages, saving ~0.32s init.
/🆑

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Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2023-08-07 12:19:10 +01:00