## About The Pull Request
The second layer of tram does not need its own relay, it is like 10 feet
max above the first.
Feels wrong in game, mappers tend to just sneak these off in corners, it
sucks.
Shouldn't need to do it.
Instead, tcomms z levels will be filled based off the z stack, rather
then just the layer itself.
Adds a list/helper to make this more efficient/more easily duplicable
## Why It's Good For The Game
Matches what people expect better, removes redundant map bits, better
vibes.
## Changelog
🆑
balance: Tcomms now works across connected (vertically) zlevels. No more
hunting in maint for the relay.
/🆑
* Fix further/MetaStation (#76158)
## About The Pull Request
Typo fixes. Further and fixes MetaStation's default name to match the
JSON.
## Changelog
🆑 LT3
spellcheck: Fixed a few typos
/🆑
* Fix further/MetaStation
---------
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
Typo fixes. Further and fixes MetaStation's default name to match the
JSON.
## Changelog
🆑 LT3
spellcheck: Fixed a few typos
/🆑
* Makes ruin budget proportional to amount of space ruin z-levels (#74841)
## About The Pull Request
Adds global define for DEFAULT_SPACE_RUIN_LEVELS and
DEFAULT_SPACE_EMPTY_LEVELS
### Proportional budget
Adds proportional budget to setup_ruins
The budget is multiplied by the current amount of ruin levels over the
default amount
Smaller amounts will have less ruins, while bigger maps will have more
ruins
Should maintain the same amount of ruins per z-level
### Z-levels spawning fix
Z-levels didn't seem to spawn their intended amount of ruins
This was because the for loop added the count variable before doing the
spawning. So for example if there was only 1 level, it would count to 1
and end the loop without spawning the level.
Also removed a loop that seemed to just make the process more complex
for no reason. It even had a note to remove it. However, if it has a use
then you should tell me.
## Why It's Good For The Game
Maps with a smaller amount of ruin levels won't be completely filled
The amount of ruins will be consistent per z-level
The creator of North Star won't allow space exploration unless there's a
way to proportionally reduce the space budget see #74719
## Changelog
🆑
fix: Maps now spawn the correct amount of space levels. The bug caused
them to spawn 1 less in each category
code: The space ruins budget is now proportional to the amount of ruin
levels. This has no effect on the current default maps, but added maps
with less than the default amount of ruin levels will see less ruins.
/🆑
* Makes ruin budget proportional to amount of space ruin z-levels
---------
Co-authored-by: BlueMemesauce <47338680+BlueMemesauce@users.noreply.github.com>
## About The Pull Request
Adds global define for DEFAULT_SPACE_RUIN_LEVELS and
DEFAULT_SPACE_EMPTY_LEVELS
### Proportional budget
Adds proportional budget to setup_ruins
The budget is multiplied by the current amount of ruin levels over the
default amount
Smaller amounts will have less ruins, while bigger maps will have more
ruins
Should maintain the same amount of ruins per z-level
### Z-levels spawning fix
Z-levels didn't seem to spawn their intended amount of ruins
This was because the for loop added the count variable before doing the
spawning. So for example if there was only 1 level, it would count to 1
and end the loop without spawning the level.
Also removed a loop that seemed to just make the process more complex
for no reason. It even had a note to remove it. However, if it has a use
then you should tell me.
## Why It's Good For The Game
Maps with a smaller amount of ruin levels won't be completely filled
The amount of ruins will be consistent per z-level
The creator of North Star won't allow space exploration unless there's a
way to proportionally reduce the space budget see #74719
## Changelog
🆑
fix: Maps now spawn the correct amount of space levels. The bug caused
them to spawn 1 less in each category
code: The space ruins budget is now proportional to the amount of ruin
levels. This has no effect on the current default maps, but added maps
with less than the default amount of ruin levels will see less ruins.
/🆑
* Fixes lava river genertation (It was broken for 2 YEARS) (#74359)
## About The Pull Request
Post 9ee4703133, river generation was
broken
It broke things by moving ruin loading to BEFORE world gen (river gen
happens w ruin loading for convienience), which, since rivers retain
their old area (and world gen is area based), meant that rivers just got
overriden.
I've fixed things by moving river generation to AFTER world gen, since
rivers rely on things like mineral walls existing
## Why It's Good For The Game
If we're gonna spend cpu time on these they should like, exist.
Closes#61371
## Changelog
🆑
fix: Lava and plasma rivers (openspace on icebox too) will generate now.
This was broken for 2 years wtf man
/🆑
* Fixes lava river genertation (It was broken for 2 YEARS)
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
## About The Pull Request
Post 9ee4703133, river generation was
broken
It broke things by moving ruin loading to BEFORE world gen (river gen
happens w ruin loading for convienience), which, since rivers retain
their old area (and world gen is area based), meant that rivers just got
overriden.
I've fixed things by moving river generation to AFTER world gen, since
rivers rely on things like mineral walls existing
## Why It's Good For The Game
If we're gonna spend cpu time on these they should like, exist.
Closes#61371
## Changelog
🆑
fix: Lava and plasma rivers (openspace on icebox too) will generate now.
This was broken for 2 years wtf man
/🆑
## About The Pull Request
Right now, each time life processes we need to run has_gravity, and
check its output against a bunch of thresholds.
We could save off that second bit by caching the previous value, but
we'd still be only updating this every 2 seconds.
This potentially delayed updating leads to really janky feeling behavior
around transition points too (like when moving on/off the sand on tram
station)
So instead of doing this updating off life(), let's make it event based.
We'll decompose has_gravity, and take all the values it relies on, and
check for them changing ourselves.
That way we get instant response, and can save all the wasted
has_gravity calls.
This constant checking on movement adds a few signal registrations, a
connect_loc, and some logic on living/Moved
The Moved logic increases Moved's self by 50%, roughly 1 second a round
at worst.
Don't have concrete numbers for the connect_loc
(new self / old self)

In constrast, handle_gravity is currently on average maybe 15 seconds.

I could JUST save maybe 13 seconds and not spend the 1 by storing the
previous gravity value, but I think this is worth the ux changes. It
does add some extra resistance to change, but s much nice.
Moved some functions around too, and removed now redundant
update_gravity calls
## Why It's Good For The Game
Snappier gravity, faster Life()
## Changelog
🆑
qol: Human gravity will react to changes instantly, instead of waiting
for the next process tick. Hopefully this feels better and not worse
/🆑
* Starlight Polish (Space is blue!) (#72886)
<!-- 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
Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them
#### Adds render steps
An expansion on render_target based emissive blockers.
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely
Fixes shuttles deleting z holder objects
#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color
This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight
This requires a bit of extra work, see later
This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)
The emissive blocking floor stuff requires making a second render plate
to prevent double scaling
Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon
#### Makes things in space blue
We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright
This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee
#### Makes glass above space glow, and some other stuff
Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.
Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.
#### Modifies partial space showing to support glow
Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.
We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.
#### Makes appearance realization's list output ordered
I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that
## Why It's Good For The Game
Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more
<details>
<summary>
Old
</summary>



</details>
<details>
<summary>
New
</summary>



</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑
<!-- 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,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* update modular
* Update _decal.dm
* Update _decal.dm
---------
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Tom <8881105+tf-4@users.noreply.github.com>
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
## About The Pull Request
At a glance this list may confuse people, so it should have
documentation.
It contains area typepaths, not area instances.
Some things got this wrong, fixed those.
Perhaps this list can be changed to be associated `[type] to [area
instance]` - though that brings in some redundancies when it comes to
`areas_by_type`.
Fixes#73298
## Changelog
🆑 Melbert
fix: False alarm radiation leaks should be less obvious
fix: Fixes some traitor objectives from dropping in blacklisted areas,
like security.
/🆑
## About The Pull Request
We've got a few space related things that are busted, and shuttle
movement is slow.
I'd like to try to improve these things, if just a bit.
Long list of only tenuously related topics. Sorry for the shotgun blast
#### [Fixes lazyloaded stuff having bad
space](https://github.com/tgstation/tgstation/commit/d4de176a63f87d0f820e0cb610cd192750c897d6)
We need to handle area transferring in maploading code under niche
cases, and we also need to actually init reservation spaces we create.
It's also redundant and potentially dupe creating to do area lighting
handling in changeturf, because it gets touched in turf init anyway. Old
me is stupid.
#### [Adds some doc comments, yeets
ssmappping/transit](https://github.com/tgstation/tgstation/commit/269717145d70a4a73198791ca50253c708ee3ac1)
We had a reserved space for just shuttles to use, except it wasn't for
just shuttles.
So in theory if the space got clogged with other shit, the shuttles
could have nowhere to actually use.
It's better to just have the two groups share real estate. More sane
### The "Starlight is Slow" Block
#### [Starlight optimization part one (don't check config for each
individual turf you check for
activity)](https://github.com/tgstation/tgstation/commit/7312a314bef281c1b85a377cf2dcb647a2045050)
#### [Starlight optimization part two (infer
context)](https://github.com/tgstation/tgstation/commit/be94c422ed76aa3f07b43cad4d1dc6b6148f135f)
Starlight was causing each space turf to cause itself and its neighbor
to constantly recheck if they had starlight off changeturf.
The exact same effect can be had by taking advantage of some
pre-existing information, namely if the space turf is gaining or losing
a source of starlight.
Essentially, instead of telling a turf to check all adjacent turfs to
see if it's got starlight, we tell the turf if WE are a source of
starlight, or if we might be taking something away from it.
There's a bit of wasted cpu here but not much, if it's worth doing a
register signal pattern for clearing depends on the case we're working
with.
Being intelligent about this makes things much faster, something in the
neighborhood of 4 to 3 fold.
I've also made openspace's starlight work better, cause the old pattern
was a bit silly.
### Changeturf is Annoying (Microops)
#### [Micro ops changeturf and turf deletion a
bit](https://github.com/tgstation/tgstation/commit/386b3ab7fc2a820a9ffe3d2e39d78f96dc562d64)
Don't do work if the thing you're working on doesn't exist, don't check
every adjacent turf for firelocks on turf change (just have thefirelocks
manage that), don't check all atoms on the turf for decals on turf
change, similar.
Also moves visibility changes from camera code into changeturf, to avoid
unneeded work.
Needs some extra work to optimize the guts for this path but I can do
that!
#### [Micros camera vis
changes](https://github.com/tgstation/tgstation/commit/ebab69e9ea4adffd8787671f309f4ba27756c82e)
We should only update vis when our opacity changes.
In addition, we don't need all the camera handling fluff if we only want
to update our turf's static groups.
Also micros a camera net helper to be less crap for non multiz maps
#### [Micros some open space atmos cases, alongside avoiding a for(null)
in opacity
handling](https://github.com/tgstation/tgstation/commit/72ae07ba1db1fb1c4434a4cdaecc78ea6a2864fc)
#### [Ensures space_lit tiles never accidentially inherit lighting
objects](https://github.com/tgstation/tgstation/commit/a99ff2265a4d1b157849fb7485adee17a3250df5)
S dumb, and leads to space turfs having two sources of lighting, which
looks wrong.
This was invisible when their lighting was fullbright, but it sucks now.
### Misc Stuff
#### [Cleans up stat tracking a bit to avoid
collisions](https://github.com/tgstation/tgstation/commit/40fb8f21e20d5bd9ef2f989eb166e03b30d66b3d)
#### [Cleans up a turf helper to not be
stupid](https://github.com/tgstation/tgstation/commit/bf4ee6710026e6ca9922d0f1fa49020ebde8cd6f)
WHY ARE YOU USING THE RANGED TURF HELPER IF YOU GO ONE TILE
#### [Moves transit turf signal cleanup to destroy, I named this proc
wrong](https://github.com/tgstation/tgstation/commit/c85c2cfc86f3b2dd224cae6b12e2fc428846c30b)
I'm sorry @Time-Green
#### [Adds better transit caching to
shuttles](https://github.com/tgstation/tgstation/commit/35e85334c4f815da0cadd8172e9908267a01d334)
Adds a max reserved transit size to the shuttle subsystem, to keep
things in bounds.
In addition, adds a soft cap under which existing transit space will get
hold onto, to make repeated non escape/arrive shuttle movements faster
Hopefully this makes common shuttle moves less bad.
## Why It's Good For The Game
Speed
## About The Pull Request
While I was trying to improve changeling meteor spawning on Icebox I
noticed that several other meteor-like events don't seem to be blocked
on Icebox either even though they don't do anything.
I added a new capability to events which can prevent them being loaded
under certain map conditions (specifically: whether the map is in space
or not). Currently there's no events which _only_ run on a planet but,
now someone could add one I guess?
Now all of the events which spawn meteors are filtered out on icebox and
you can't absent-mindedly try to trigger them.

Also a couple of dynamic options had this applied too, chiefly ones
which expect you to be able to fly a space ship to the space station.
## Why It's Good For The Game
These events shouldn't run on Icebox (or soon, Chilled) because they
don't do anything there.
AFAICT Meteors were getting as far as trying to spawn, then would retry
trying to find space tiles which didn't exist until they failed 10
times, then give up. Once per every meteor it tried to spawn. Gross.
## Changelog
🆑
fix: Meteors can't be triggered automatically or manually on Icebox,
where they do nothing.
fix: Hacking a comms console as a traitor won't try to summon meteors or
pirates to Icebox, where they do nothing.
/🆑
## About The Pull Request
Damn that's a long title.
Admin Verbs can be used in the verb bar with hyphens instead of spaces
again.
## Why It's Good For The Game
Admin muscle memory
## Changelog
<!-- 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
Adds support to underlays to realize_overlays
Ensures decals properly handle plane offsets
Fixes space lighting double applying if it's changeturf'd into. this
will be important later
Makes solar vis_contents block emissives as expected
Moves transit tube overlays to update_overlays, adds emissive blockers
to them
#### Adds render steps
An expansion on render_target based emissive blockers.
They allow us to hijack an object's appearance and draw it somewhere
else, or even modify it, THEN draw it somewhere else.
They chain quite nicely
Fixes shuttles deleting z holder objects
#### Makes space emissive, makes walls and floors block emissives
The core idea here goes like this:
We make space glow, and give its overlays some color
This way, the tile and space parallax remain fullbright, along with
anything that doesn't block emissives, but anything that does block
emissives will instead get shaded the color of starlight
This requires a bit of extra work, see later
This is done automatically with render relays, which now support
specifiying layer and color (Need to make an editor for these one of
these days)
The emissive blocking floor stuff requires making a second render plate
to prevent double scaling
Also adds some new layering defines for lighting, and ensures all turf
lights have a layer. We'll get to this soon
#### Makes things in space blue
We color them the same as starlight, by taking advantage of space being
emissive
This means that things in space that block emissive will block it
correctly and be colored blue by the light overlay, but space itself
will remain fullbright
This does require redefining what always_lit means, but nothing but
cordons use that so it's fineee
#### Makes glass above space glow, and some other stuff
Glass tiles that sit above space will now shine light with matching
color to the glasses color. This includes mat tiles.
Glass tiles (not mat because they have no alpha) also only partially
block emissives.
Adds a new proc that uses render steps to acomplish this, essentially
we're cutting out bits below X alpha and drawing what remains as an
emissive.
#### Modifies partial space showing to support glow
Essentially, alongside displaying space as an underlay, we also display
a light overlay colored like starlight.
That starlight overlay gets masked to only be visible in bits that do
not contain any alpha.
We also mask the turf lighting to not go into bits that have no alpha,
to ensure we get the effect we want.
This is done with that lighting layer thing I mentioned earlier.
#### Makes appearance realization's list output ordered
I want it output in order of overlay, sub overlay suboverlay, next
overlay
Need to use insert for that
## Why It's Good For The Game
Pretty!
Also having space be emissive is a very very good way to test for fucked
emissive blockers (If it's broken why are we even drawing the overlay)
I know for a fact mob blockers on lizards and socks are kinda yorked, I
think there's more
<details>
<summary>
Old
</summary>



</details>
<details>
<summary>
New
</summary>



</details>
## Changelog
<!-- If your PR modifies aspects of the game that can be concretely
observed by players or admins you should add a changelog. If your change
does NOT meet this description, remove this section. Be sure to properly
mark your PRs to prevent unnecessary GBP loss. You can read up on GBP
and it's effects on PRs in the tgstation guides for contributors. Please
note that maintainers freely reserve the right to remove and add tags
should they deem it appropriate. You can attempt to finagle the system
all you want, but it's best to shoot for clear communication right off
the bat. -->
🆑
add: Space now makes things in it starlight faintly blue
fix: Glass floors that display space now properly let space shine
through them, rather then hiding it in the dark
add: Glass floors above space now glow faintly depending on their glass
type
/🆑
<!-- 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,
changelogs should generally represent how a player might be affected by
the changes rather than a summary of the PR's contents. -->
---------
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
So the core issue here is antag datums are also created during
preference spritesheet generation and when first opening admin panels.
This could happen before mapping subsystem initialized and is ready for
lazy loading. If this didn't actually lock the whole ss initialization
it would also mean they are always loaded. I'll leave finding proper
early load points for someone else if they're are necessary but New
isn't it.
## About The Pull Request
Part of a prior PR that was closed (#72562). This version does not add
the check in CI.
## Why It's Good For The Game
The work is already done, so I figured why not.
## Changelog
N/A Nothing player facing
Co-authored-by: Jeremiah Snow <jlsnow301@pm.me>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Renews a bunch of old roundend new reports that got lost. Plus, some roundend report QoL for cult and revs. (#71284)
A few roundend reports got lost from moving to dynamic and other prs.
This PRs re-allows them to occur. Namely: "Wizard Killed" (lost in
dynamic), "Blob nuked" (lost in dynamic), "Cult escaped" (lost in cult
rework), and "Nuke Ops Victory" (station destroyed via nuke) (lost from,
what I can see, an oversight / accidental swap of report values).
Additionally, small roundend report QOL for cult: Removes antag datums
from spirit realm ghosts after being dusted, so they do not show up on
the report. And in reverse, heads of staff who were dusted / destroyed
in revolution rounds are now also shown in roundend reports.
Some of these reports are dead, which is is a shame because I think
they're cool and fun.
🆑 Melbert
qol: Successfully fending off a blob now has a cross station news report
again. More pressing reports will take priority over it, though.
qol: Successfully killing a wizard (and all of their apprentices) now
has a cross station news report again.
qol: If more than half of a cultist team manages to escape on the
shuttle (rather than summoning Nar'sie), they will send a unique cross
station news report. This is still a loss, by the way. Summon Nar'sie!
qol: Nuclear Operatives successfully nuking the station now has its
unique cross station news report again, and no longer uses the generic
"The station was nuked" report.
qol: Nuking the station to stop a blob infection now has a unique cross
station news report again. Good luck convincing admins to allow this.
qol: Cult ghosts from "Spirit Realm" no longer persist on the cult's
team after being desummoned, meaning they will not show up on roundend
report.
qol: Heads of staff will now always show up on revolution roundend
report - even if their body was fully destroyed.
/🆑
* Adds support for Rulesets having intrinsic template requirements (#72339)
Title
Ensures that we load templates for a ruleset before we attempt to place
or cache characters for that ruleset
Also makes wizard and abductor async load their template to improve
(apparent) loading times for them
This is the only thing left that I can think of that would cause antags
like nukies and abductors to spawn in wrong
This should not be player facing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Title
## About The Pull Request
Ensures that we load templates for a ruleset before we attempt to place
or cache characters for that ruleset
Also makes wizard and abductor async load their template to improve
(apparent) loading times for them
## Why It's Good For The Game
This is the only thing left that I can think of that would cause antags
like nukies and abductors to spawn in wrong
## Changelog
This should not be player facing
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Reopen of https://github.com/tgstation/tgstation/pull/67857 as it became
stale and autoclosed.
Z levels are 255 by 255 tiles, but only 235 by 235 area is accessible
because the 10-tile margins are reserved for smooth transition between
space levels (essentially no-go area)
The levels were loaded with x and y offsets set as 1, regardless of the
level bounds.
So when you load a custom DMM or just a map that is smaller than 255x255
and doesn't take into account these smooth transition margins, its
western and southern part was cut.
This PR makes it so that stations and custom maps are always placed in
the center of the z-level.
This has no effect of the 255 by 255 maps, but smaller maps, like
runtime station or custom ruins loaded as stations, will not require to
have the smooth transition margin tiles reserved in DMM. And they will
not end up having parts in the inaccessible area.
This inaccessible area is highlighted on the screenshots below.
### Before:
<img width="816" alt="before"
src="https://user-images.githubusercontent.com/3625094/206308672-9f97fe50-74bc-440f-b29a-605d3777103a.PNG">
### After:
<img width="816" alt="after"
src="https://user-images.githubusercontent.com/3625094/206308725-4b1fb3db-b72e-4187-833b-4dfda777d1e4.PNG">
## Why It's Good For The Game
You can now properly load any space ruin as a custom map without it
being fucked up by map cropping.
## Changelog
🆑
fix: The maps are now placed in the center of Z level to avoid having
parts getting into the inaccessible area
/🆑
## About The Pull Request
Removes the nukie base and wizard den from the base centcom map. They
are instead now lazy loaded as required.
To make a new lazy load template is fairly simple, make a map, allocate
an area for it, and place a marker at the bottom left corner of that
area. I have it check an area to ensure that if someone makes the map
larger than expected but doesn't account for the template allocation it
doesn't overwrite stuff without warning
[Replaces some improper CHECK_TICKs with
MAPLOADING_CHECK_TICKs](https://github.com/tgstation/tgstation/pull/71785/commits/c7fbca9148812b392dca76d5450fb6bb86716462)
Atom init has already been tripped by the time we get to this portion of
the loading, so if we don't use the right check tick, we will
potentially block unrelated init attempts. This is bad. (Lemon edit, I
want this in the commit desc)
## Why It's Good For The Game
Cuts down on init times.
Closes https://github.com/tgstation/dev-cycles-initiative/issues/17
## Changelog
🆑
admin: New mapping verb to load lazy templates as needed. In your admin
tab under the Mapping category.
/🆑
this isnt technically player visible, so not sure it needs a changelog
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Fixes attempting to offset floating planes (#71490)
## About The Pull Request
This is a dumb idea, and leads to fucked rendering on occasion
## Why It's Good For The Game
Fixes another portion of #70258, a player will no longer have a hidden
antag hud if they move down a z level after getting an antag. We were
trying to offset the floating plane of their image, and it went to shit.
Also fixes a bug with observers not having antag huds for the combo hud
to see. We were only giving them one on mind.on_transfer, rather then on
mind assignment. I hate mindcode
* Fixes attempting to offset floating planes
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Adds a preference that disables intensive rendering on different multiz layers (#71218)
## About The Pull Request
It's kinda hacky, but it is nearly the same as just rendering one z
layer.
We allow people to ENTIRELY REMOVE most plane masters from their screen.
This has the side effect of disabling most visual effects (AO is a big
one) which saves a LOT of gpu.
We rely on planes being essentially layers to ensure things render in
the proper order. (outside of some hackyness required to make parallax
work)
I've kept parallax and lighting enabled, so visuals will still look
better then multiz pre plane cube.
It does also mean that things like FOV don't work, but honestly they
didn't work PRE plane cube, and FOV's implementation makes me mad so I
have a hard time caring.
Reduces gpu usage on my machine on tram from 47% to 32%, just above the
27% I get on meta.
I'm happy with this.
Oh also turns out the parallaxing had almost no cost. Need to remove it
as a side effect of what I'm doing but if I could keep it I would.
There's still room for in between performance options, like disabling
things like AO on lower z layers, but I didn't expect it to make a huge
impact, so I left things as is
Also fixes a bug with paper bins not respecting z layer. It came up in
testing and annoyed me
## Why It's Good For The Game
Ensures we can make multiz maps without running into client performance
issues, allows users to customize performance and visual quality.
## Changelog
🆑
add: Adds a new rendering option to the gameplay preferences. You can
now limit the rendering intensity of multiz levels. This will make
things look a bit worse, but run a LOT better. Try it out if your
machine chokes on icebox or somethin.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Adds a preference that disables intensive rendering on different multiz layers
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
## About The Pull Request
This is a dumb idea, and leads to fucked rendering on occasion
## Why It's Good For The Game
Fixes another portion of #70258, a player will no longer have a hidden
antag hud if they move down a z level after getting an antag. We were
trying to offset the floating plane of their image, and it went to shit.
Also fixes a bug with observers not having antag huds for the combo hud
to see. We were only giving them one on mind.on_transfer, rather then on
mind assignment. I hate mindcode
## About The Pull Request
It's kinda hacky, but it is nearly the same as just rendering one z
layer.
We allow people to ENTIRELY REMOVE most plane masters from their screen.
This has the side effect of disabling most visual effects (AO is a big
one) which saves a LOT of gpu.
We rely on planes being essentially layers to ensure things render in
the proper order. (outside of some hackyness required to make parallax
work)
I've kept parallax and lighting enabled, so visuals will still look
better then multiz pre plane cube.
It does also mean that things like FOV don't work, but honestly they
didn't work PRE plane cube, and FOV's implementation makes me mad so I
have a hard time caring.
Reduces gpu usage on my machine on tram from 47% to 32%, just above the
27% I get on meta.
I'm happy with this.
Oh also turns out the parallaxing had almost no cost. Need to remove it
as a side effect of what I'm doing but if I could keep it I would.
There's still room for in between performance options, like disabling
things like AO on lower z layers, but I didn't expect it to make a huge
impact, so I left things as is
Also fixes a bug with paper bins not respecting z layer. It came up in
testing and annoyed me
## Why It's Good For The Game
Ensures we can make multiz maps without running into client performance
issues, allows users to customize performance and visual quality.
## Changelog
🆑
add: Adds a new rendering option to the gameplay preferences. You can
now limit the rendering intensity of multiz levels. This will make
things look a bit worse, but run a LOT better. Try it out if your
machine chokes on icebox or somethin.
/🆑
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
* Fixes Golems not spawning on Lavaland (#71017)
## About The Pull Request
Golems is apparently disabled on Icebox, but isn't disabled on Lavaland.
However, blacklisting ruins doesn't care for maps, and will blacklist
all, as if it were using all maps at once. This isn't a problem because
Lavaland and Icebox do not share common ruins, except for one: Golem
ship.
## Why It's Good For The Game
Config now works as it's supposed to, Golems should spawn on Lavaland
again (assuming it's enabled in config, I dont keep up to date with
that)
## Changelog
🆑
fix: Ruins blacklisted from icebox shouldn't also blacklist it from
lavaland, and vice versa.
/🆑
* Fixes Golems not spawning on Lavaland
Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
Co-authored-by: Jolly <70232195+Jolly-66@users.noreply.github.com>
## About The Pull Request
Golems is apparently disabled on Icebox, but isn't disabled on Lavaland.
However, blacklisting ruins doesn't care for maps, and will blacklist
all, as if it were using all maps at once. This isn't a problem because
Lavaland and Icebox do not share common ruins, except for one: Golem
ship.
## Why It's Good For The Game
Config now works as it's supposed to, Golems should spawn on Lavaland
again (assuming it's enabled in config, I dont keep up to date with
that)
## Changelog
🆑
fix: Ruins blacklisted from icebox shouldn't also blacklist it from
lavaland, and vice versa.
/🆑
Makes the code compatible with 515.1594+
Few simple changes and one very painful one.
Let's start with the easy:
* puts call behind `LIBCALL` define, so call_ext is properly used in 515
* Adds `NAMEOF_STATIC(_,X)` macro for nameof in static definitions since
src is now invalid there.
* Fixes tgui and devserver. From 515 onward the tmp3333{procid} cache
directory is not appened to base path in browser controls so we don't
check for it in base js and put the dev server dummy window file in
actual directory not the byond root.
* Renames the few things that had /final/ in typepath to ultimate since
final is a new keyword
And the very painful change:
`.proc/whatever` format is no longer valid, so we're replacing it with
new nameof() function. All this wrapped in three new macros.
`PROC_REF(X)`,`TYPE_PROC_REF(TYPE,X)`,`GLOBAL_PROC_REF(X)`. Global is
not actually necessary but if we get nameof that does not allow globals
it would be nice validation.
This is pretty unwieldy but there's no real alternative.
If you notice anything weird in the commits let me know because majority
was done with regex replace.
@tgstation/commit-access Since the .proc/stuff is pretty big change.
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
## About The Pull Request
Area contents isn't a real list, instead it involves filtering
everything in world
This is slow, and something we should have better support for.
So instead, lets manage a list of turfs inside our area. This is simple,
since we already move turfs by area contents anyway
This should speed up the uses I've found, and opens us up to using this
pattern more often, which should make dev work easier.
By nature this is a tad fragile, so I've added a unit test to double
check my work
Rather then instantly removing turfs from the contained_turfs list, we
enter them into a list of turfs to pull out, later.
Then we just use a getter for contained_turfs rather then a var read
This means we don't need to generate a lot of usage off removing turf by
turf from space, and can instead do it only when we need to
I've added a subsystem to manage this process as well, to ensure we
don't get any out of memory errors. It goes entry by entry, ensuring we
get no overtime.
This allows me to keep things like space clean, while keeping high
amounts of usage on a sepearate subsystem when convienient
As a part of this goal of keeping space's churn as low as possible, I've
setup code to ensure we do not add turfs to areas during a z level
increment adjacent mapload. this saves a LOT of time, but is a tad
messy
I've expanded where we use contained_turfs, including into some cases
that filter for objects in areas. need to see if this is sane or not.
Builds sortedAreas on demand, caching until we mark the cache as
violated
It's faster, and it also has the same behavior
I'm not posting speed changes cause frankly they're gonna be a bit
scattered and I'm scared to.
@Mothblocks if you'd like I can look into it. I think it'll pay for
itself just off `reg_in_areas_in_z` (I looked into it. it's really hard
to tell, sometimes it's a bit slower (0.7), sometimes it's 2 seconds
(0.5 if you use the old master figure) faster. life is pain.)
## Why It's Good For The Game
Less stupid, more flexible, more speed
Co-authored-by: san7890 <the@san7890.com>
* Fixes a runtime in ssmapping caused by me forgetting what iteration pattern I was using (#70965)
Fixes#70932
* Fixes a runtime in ssmapping caused by me forgetting what iteration pattern I was using
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
`area.contents` loops over everything in the world to collect its list,
every time.
We need to avoid it where possible. Lemon already working on a PR to
cache it. In the distant future we will lint this.
This was a useless consumer of it. It cost 0.1s to index contents twice
like this.
* Moves spawners and decals to a different init/delete scheme
Rather then fully creating and then immediately deleting these things,
we instead do the bare minimum.
This is faster, if in theory more fragile. We should be safe since any
errors should be caught in compile since this is very close to a
"static" action. It does mean these atoms cannot use signals, etc.
* Potentially saves init time, mostly cleans up a silly pattern
We use sleeps and INVOKE_ASYNC to ensure that handing back turfs doesn't
block a space reservation, but this by nature consumes up to the
threshold and a bit more of whatever working block we were in.
This is silly. Should just be a subsystem, so I made it one, with
support for awaiting its finish if you want to
* Optimizes garbage/proc/Queue slightly
Queue takes about 1.6 seconds to process 26k items right now.
The MASSIVE majority of this time is spent on using \ref
This is because \ref returns a string, and that string requires being
inserted into the global cache of strings we store
What I'm doing is caching the result of ANY \ref on the datum it's
applied to. This ensures previous uses will never decay from the string
tree.
This saves about 0.2 seconds of init
* Cleans up the fallout from plane cube (#70235)
* Cleans up the fallout from plane cube
Alright.
Makes cleaning bubbles respect planes
Adds support for updating overlays on move, fixing an issue with pointing at items
Adds better error messages for failing to provide args for mutable_appearance()
Fixes a bug where string overlays were not respecting insertion order
* Adds documentation for offset spokesman and offset_const
* Better stack trace
* Removes some redundant uses of cached MAs
At this scale, attempting to cache MAs like this has 0 impact on anything
And just makes things more messy then they need to be
* ensures fullscreen objects START offset, so things are always proper
* ensures chatmessages always have the right offset
* fixes compile
* whoops, the above lighting plane should actually be ABOVE the lighting plane
* fixes compile, also cleans up the fire overlay a tad
* Adds a unit test for plane masters that are shrunk by multiz being double shrunk
This is slightly hacky because of how I'm handing the plane master
group, but it's not THAT bad, and gives me some real good coverage
* Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense
* whoops
* oh
* adds datum support for allocate(), cleans up a harddel from testing
* Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded
* fixes runtime in allocate
* Cleans up the fallout from plane cube
* liquid tweaks
* oop
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Cleans up the fallout from plane cube
Alright.
Makes cleaning bubbles respect planes
Adds support for updating overlays on move, fixing an issue with pointing at items
Adds better error messages for failing to provide args for mutable_appearance()
Fixes a bug where string overlays were not respecting insertion order
* Adds documentation for offset spokesman and offset_const
* Better stack trace
* Removes some redundant uses of cached MAs
At this scale, attempting to cache MAs like this has 0 impact on anything
And just makes things more messy then they need to be
* ensures fullscreen objects START offset, so things are always proper
* ensures chatmessages always have the right offset
* fixes compile
* whoops, the above lighting plane should actually be ABOVE the lighting plane
* fixes compile, also cleans up the fire overlay a tad
* Adds a unit test for plane masters that are shrunk by multiz being double shrunk
This is slightly hacky because of how I'm handing the plane master
group, but it's not THAT bad, and gives me some real good coverage
* Properly targets the seethrough plane at the game world plate. This fixes unit tests, and also just makes more sense
* whoops
* oh
* adds datum support for allocate(), cleans up a harddel from testing
* Makes camera chunks index at 1, and also makes them support non powers of two sizes, since that was unneeded
* fixes runtime in allocate