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observer_fix_tm
59
Commits
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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 |
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0b0c5ea91e |
Unit test material checks are now performed on all crafting recipes by default. All stack recipes now transfer mats to the results (#92620)
## About The Pull Request Extends the part of the crafting unit test that ensures consistency between the total mats of the components of a recipe (or rather, the result of said recipe) and a generic instance of the same type as its result, previously only implemented on food recipes. ## Why It's Good For The Game This ensures a degree of consistency with the material composition of various objects in the game. I couldn't do it in the original PR as that one was too big already and it took months to get it merged, and have the relative bugs fixed. Currently a WIP as I slowly deal with the unit test reports. ## Changelog 🆑 refactor: Follow-up to the crafting/material refactor from months ago. All objects crafted with stacks now inherit their mat composition (not necessarily the effects and color) by default, while previously only a few things like chair, sinks and toilets did. Report any object looking or behaving weirdly as a result. fix: The material composition of ammo boxes is no longer a 1/10 of what it's supposed to be. It was a shitty hack to make it harder to recycle empty ammo boxes. Instead, they lose materials as they're emptied now. /🆑 |
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bc2215667f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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5261efb67f |
Re-refactors batons / Refactors attack chain force modifiers (#90809)
## About The Pull Request Melee attack chain now has a list passed along with it, `attack_modifiers`, which you can stick force modifiers to change the resulting attack This is basically a soft implementation of damage packets until a more definitive pr, but one that only applies to item attack chain, and not unarmed attacks. This change was done to facilitate a baton refactor - batons no longer hack together their own attack chain, and are now integrated straight into the real attack chain. This refactor itself was done because batons don't send any attack signals, which has been annoying in the past (for swing combat). ## Changelog 🆑 Melbert refactor: Batons have been refactored again. Baton stuns now properly count as an attack, when before it was a nothing. Report any oddities, particularly in regards to harmbatonning vs normal batonning. refactor: The method of adjusting item damage mid-attack has been refactored - some affected items include the Nullblade and knives. Report any strange happenings with damage numbers. refactor: A few objects have been moved to the new interaction chain - records consoles, mawed crucible, alien weeds and space vines, hedges, restaurant portals, and some mobs - to name a few. fix: Spears only deal bonus damage against secure lockers, not all closet types (including crates) /🆑 |
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11d82b7995 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. Improving old code. And I want to be able to pet mobroaches while holding them too. 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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339616ae78 |
You can now interact with held mobs beside wearing them (feat: "minor" melee attack chain cleanup) (#90080)
## About The Pull Request People can now pet held mothroaches and pugs if they want to, or use items on them, hopefully without causing many issues. After all, it only took about a couple dozen lines of code to make... ...Oh, did the 527 files changed or the 850~ lines added/removed perhaps catch your eye? Made you wonder if I accidentally pushed the wrong branch? or skewed something up big time? Well, nuh uh. I just happen to be fed up with the melee attack chain still using stringized params instead of an array/list. It was frankly revolting to see how I'd have had to otherwise call `list2params` for what I'm trying to accomplish here, and make this PR another tessera to the immense stupidity of our attack chain procs calling `params2list` over and over and over instead of just using that one call instance from `ClickOn` as an argument. It's 2025, honey, wake up! I also tried to replace some of those single letter vars/args but there are just way too many of them. ## Why It's Good For The Game Improving old code. And I want to be able to pet mobroaches while holding them too. ## Changelog 🆑 qol: You can now interact with held mobs in more ways beside wearing them. /🆑 |
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28ed213197 |
[PORT] [TGUI] Color picker (#2670)
## About The Pull Request Port of the color selection TGUI interface from BeeStation/Artea-Station. https://github.com/BeeStation/BeeStation-Hornet/pull/9417 https://github.com/Artea-Station/Artea-Station-Server/pull/525 This implementation includes a port and adaptation to React, as TG has discontinued the use of Inferno. If the Input: Enable TGUI parameter is disabled in the UI Tab, the old color selection mechanism will be used instead. The new interface supports copying the color value in the #343231 format and allows entering a 6-character hexadecimal color code. Additionally, a color palette for selection is available. ## Why It's Good For The Game The TGUI color picker is more adaptable and prettier. ## Proof Of Testing <details> <summary>Screenshots/Videos</summary>    </details> ## Changelog 🆑 itsmeow (original), RimiNosha, Phoenix404 (port) add: Added TGUI-based color palette and replaced all usages of BYOND color palettes with it (TGUI input preferences are still respected). /🆑 |
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9a9b428b61 |
Wallening Revert [MDB Ignore][IDB Ignore] (#86161)
This PR is reverting the wallening by reverting everything up to
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+16 |
4b4e9dff1d |
Wallening [IDB IGNORE] [MDB IGNORE] (#85491)
## What's going on here Kept you waitin huh! This pr resprites most all walls, windows and other "wall adjacent" things to a 3/4th perspective, technical term is "tall" walls (we are very smart). If you're trying to understand the technical details here, much of the "rendering tech" is built off the idea of split-vis. Basically, split a sprite up and render it on adjacent turfs, to prevent seeing "through" walls/doors, and to support seeing "edges" without actually seeing the atom itself. Most of the rest of it is pipelining done to accommodate how icons are cut. ## Path To Merge Almost* all sprites and code is done at this point. There are some things missing both on and off the bounty list, but that will be the case forever unless we force upstream (you guys) to stop adding new shit that doesn't fit the style. I plan on accepting and integrating prs to the current working repo <https://github.com/wall-nerds/wallening> up until a merge, to make contribution simpler and allow things like bounties to close out more easily This pr is quite bulky, even stripping away map changes it's maybe 7000 LOC (We have a few maps that were modified with UpdatePaths, I am also tentatively pring our test map, for future use.) This may inhibit proper review, although that is part of why I am willing to make it despite my perfectionism. Apologies in advance. Due to the perspective shift, a lot of mapping work is going to need to be done at some point. This comes in varying levels of priority. Many wallmounts are offset by hand, some are stuck in the wall/basically cannot be placed on the east/west/north edges of walls (posters), some just don't look great good in their current position. Tests are currently a minor bit yorked, I thought it was more important to get this up then to clean them fully. ## What does it look like?       ## Credits <details> <summary>Historical Mumbojumbo</summary> I am gonna do my best to document how this project came to be. I am operating off third party info and half remembered details, so if I'm wrong please yell at me. This project started sometime in late 2020, as a product of Rohesie trying to integrate and make easier work from Mojave Sun (A recently defunct fallout server) with /tg/. Mojave Sun (Apparently this was LITERALLY JUST infrared baron, that man is insane) was working with tall walls, IE walls that are 48px tall instead of the normal 32. This was I THINK done based off a technical prototype from aao7 proving A it was possible and B it didn't look like dogwater. This alongside oranges begging the art team for 3/4th walls (he meant TGMC style) lead to Rohesie bringing on contributors from general /tg/, including actionninja who would eventually take over as technical lead and Kryson, who would define /tg/'s version of the artstyle. Much of the formative aspects of this project are their work. The project was coming along pretty well for a few months, but ran into serious technical issues with `SIDE_MAP`, a byond map_format that allows for simpler 3/4th rendering. Due to BULLSHIT I will not detail here, the map format caused issues both at random with flickering and heavily with multiz. Concurrent with this, action stepped down after hacking out the rendering tech and starting work on an icon cutter that would allow for simpler icon generation, leaving ninjanomnom to manage the project. Some time passed, and the project stalled out due to the technical issues. Eventually I built a test case for the issues we had with `SIDE_MAP` and convinced lummox jr (byond's developer) to explain how the fuckin thing actually worked. This understanding made the project theoretically possible, but did not resolve the problems with multi-z. Resolving those required a full rework of how rendering like, worked. I (alongside tattle) took over project development from ninjanomnom at this time, and started work on Plane Cube (#69115), which when finished would finally make the project technically feasible. The time between then and now has been slow, progressive work. Many many artists and technical folks have dumped their time into this (as you can see from the credits). I will get into this more below but I would like to explicitly thank (in no particular order) tattle, draco, arcanemusic, actionninja, imaginos, viro and kylerace for keeping the project alive in this time period. I would have curled up into a ball and died if I had to do this all myself, your help has been indispensable. </details> <details> <summary>Detailed Credits</summary> Deep apologies if I have forgotten someone (I am sure I have, if someone is you please contact me). I've done my best to collate from the git log/my memory. Thanks to (In no particular order): Raccoff: Being funny to bully, creating threshold decals for airlocks aa07: (I think) inspiring the project ActionNinja: Laying the technical rock we build off, supporting me despite byond trying to kill him, building the icon cutter that makes this possible ArcaneMusic: Artistic and technical work spanning from the project's start to literally today, being a constant of motivation and positivity. I can't list all the stuff he's done Armhulen: Key rendering work (he's the reason thindows render right), an upbeat personality and a kick in the ass. Love you arm Azlan: Damn cool sprites, consistently Ben10Omintrix: You know ben showed up just to make basic mobs work, he's just fuckin like that man BigBimmer: A large amount of bounty work, alongside just like, throwing shit around. An absolute joy to work with Capsandi: Plaques, blastdoors, artistic work early on CapybaraExtravagante: Rendering work on wall frames Draco: SO MUCH STUFF. Much of the spritework done over the past two years is his, constantly engaged and will take on anything. I would have given up if not for you Floyd: Early rendering work, so early I don't even know the details. Enjoy freedom brother Imaginos16: A guiding hand through the middle years, handled much of the sprite review and contribution for a good bit there Iamgoofball: A dedication to detail and aesthetic goals, spends a lot of effort dissecting feedback with a focus on making things as good as they can be at the jump Infrared: Part of the impetus for the project, made all the xenomorph stuff in the MS style Jacquerel: A bunch of little upkeep/technical things, has done so much sprite gruntwork (WHY ARE THERE SO MANY PAINTING TYPES) Justice12354: Solved a bunch of error sprites (and worked out how to actually make prs to the project) Thanks bro! Kryson: Built the artstyle of the project, carrying on for years even when it was technically dying, only stopping to casually beat cancer. So much of our style and art is Kryson KylerAce: Handled annoying technical stuff for me, built window frame logic and fully got rid of grilles. LemonInTheDark: Rendering dirtywork, project management and just so much fucking time in dreammaker editing sprites Meyhazah: Table buttons, brass windows and alll the old style doors Mothblocks: Has provided constant support, gave me a deadline and motivation, erased worries about "it not being done", gave just SO much money to fill in the critical holes in sprites. Thanks moth MTandi: Contributed art despite his own blackjack and hookers club opening right down the road, I'm sorry I rolled over some of your sprites man I wish we had finished earlier Ninjanomnomnom: Consulted on gags issues, kept things alive through some truly shit times oranges: This is his fault Rohesie: Organized the effort, did much of the initial like, proof of concept stuff. I hope you're doin well whatever you're up to. san7890: Consulting on mapper UX/design problems, being my pet mapper Senefi: Offsetting items with a focus on detail/the more unused canidates SimplyLogan: Detailed map work and mapper feedback, personally very kind even if we end up talking past each other sometimes. Thank you! SpaceSmithers: Just like, random mapping support out of nowhere, and bein a straight up cool dude Tattle: A bunch of misc project management stuff, organizing the discord, managing the test server, dealing with all the mapping bullshit for me, being my backup in case of bus. I know you think you didn't do much but your presence and work have been a great help Thunder12345: Came out of nowhere and just so much of the random bounties, I'm kind of upset about how much we paid him Time-Green: I hooked him in by fucking with stuff he made and now he's just doin shit, thanks for helping out man! Twaticus: Provided artistic feedback and authority for my poor feeble coder brain, believed in the project for YEARS, was a constant source of ❤️ and affirmation unit0016: I have no god damn idea who she is, popped out of nowhere on the github one day and dealt with a bunch of annoying rendering/refactoring. Godspeed random furry thank you for all your effort and issue reports Viro: A bunch of detailed spriting moving towards 3/4ths, both on and off the wallening fork. If anyone believed this project would be done, it was viro Wallem: Artistic review and consultation, was my go-to guy for a long time when the other two spritetainers were inactive Waltermeldon: Cracked out a bunch of rendering work, he's the reason windows look like not dogwater. Alongside floyd and action spent a TON of time speaking to lummox/unearthing how byond rendering worked trying to make this thing happen ZephyrTFA: Added directional airlock helpers, dealt with a big fuckin bugaboo that was living in my brain like it was nothing. Love you brother And finally: The Mojave Sun development team. They provided a testbed for the idea, committed hundreds and hundreds of hours to the artstyle, and were a large reason we caught issues early enough to meaningfully deal with them. Your work is a testament to what longterm effort and deep detailed care produce. I hope you're doing well whatever you're up to. Go out with a bang! </details> ## Changelog 🆑 Raccoff, aa07, ActionNinja, ArcaneMusic, Armhulen, Azlan, Ben10Omintrix, BigBimmer, Capsandi, CapybaraExtravagante, Draco, Floyd, Iamgoofball, Imaginos16, Infrared, Jacquerel, Justice12354, Kryson, KylerAce, LemonInTheDark, Meyhazah, Mothblocks, MTandi, Ninjanomnom, oranges, Rohesie, Runi-c, san7890, Senefi, SimplyLogan, SomeAngryMiner, SpaceSmithers, Tattle, Thunder12345, Time-Green, Twaticus, unit0016, Viro, Waltermeldon, ZephyrTFA with thanks to the Mojave Sun team! add: Resprites or offsets almost all "tall" objects in the game to match a 3/4ths perspective add: Bunch of rendering mumbo jumbo to make said 3/4ths perspective work /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: = <stewartareid@outlook.com> Co-authored-by: Capsandi <dansullycc@gmail.com> Co-authored-by: ArcaneMusic <hero12290@aol.com> Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> Co-authored-by: SomeAngryMiner <53237389+SomeAngryMiner@users.noreply.github.com> Co-authored-by: KylerAce <kylerlumpkin1@gmail.com> Co-authored-by: ArcaneMusic <41715314+ArcaneMusic@users.noreply.github.com> Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com> Co-authored-by: Ben10Omintrix <138636438+Ben10Omintrix@users.noreply.github.com> Co-authored-by: Runi-c <5150427+Runi-c@users.noreply.github.com> Co-authored-by: Roryl-c <5150427+Roryl-c@users.noreply.github.com> Co-authored-by: tattle <article.disaster@gmail.com> Co-authored-by: Senefi <20830349+Peliex@users.noreply.github.com> Co-authored-by: Justice <42555530+Justice12354@users.noreply.github.com> Co-authored-by: BluBerry016 <50649185+unit0016@users.noreply.github.com> Co-authored-by: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: SimplyLogan <47579821+loganuk@users.noreply.github.com> Co-authored-by: Emmett Gaines <ninjanomnom@gmail.com> Co-authored-by: Rob Bailey <github@criticalaction.net> Co-authored-by: MMMiracles <lolaccount1@hotmail.com> |
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24151d1228 |
[MIRROR] Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#27561)
* Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from `GLOB` to a datasystem * Merge branch 'master' of https://github.com/tgstation/tgstation * Moves everything I can think of to the subsystem * Seems to be working fine now * makes it compile --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Waterpig <wtryoutube@seznam.cz> |
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ae3a8acb8e |
* Turns mush cap into an extorgan
* Trimming the fat * Trimming the fat * Update mushpeople.dm * Adds colorblindness as a mild brain trauma (#76527) What the title says. The brain trauma makes the whole screen monochrome until cured.  I feel like the current pool for mild brain traumas is quite lame, this helps spice it up a bit with something that is quite annoying and distracting but not game breaking (as mild brain traumas should generally be). 🆑 add: Added colorblindness as a mild brain trauma. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Fix species `var/hair_color` not being used for, well, hair color (#82168) `var/hair_color` for species was intended to be used as a "this species uses this type of hair color thing" But at some point that got completely lost and now it's only used for sprite accessories This fixes that. That means Slimepeople now have properly slimey hair. And Ethereals are less snowflake once more. 🆑 Melbert fix: Fixed Slimepeople's hair not matching their slimey colors. /🆑 * Revert "Fix species `var/hair_color` not being used for, well, hair color (#82168)" This reverts commit c4cb756. * Revert "Adds colorblindness as a mild brain trauma (#76527)" This reverts commit eb815f5. * Update _species.dm * unused var * Caps list.. * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Update mushpeople.dm * Attempts to fix CI errors * Update cap.dm * Update _external_organ.dm * Update monkey.dm * Revert "Update monkey.dm" This reverts commit 29f54c8. * Revert "Update _external_organ.dm" This reverts commit 8de5ea7. * Update _external_organ.dm * Revert "Update _external_organ.dm" This reverts commit 644cc56. * Fix CI maybe? * Update cap.dm * Update DNA.dm * Some cleanup/updating to upstream * Update global_lists.dm * Mush * Update mushpeople.dm * Hopefully the last fix * Doing this differently * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * Update organ.dm * OK * Update organ.dm * Update podpeople.dm * maybe * Hm * Hm * Will this break things? * Revert "Will this break things?" This reverts commit bd288c6. * Test * Update organ.dm * Update organ.dm * Revert "Update organ.dm" This reverts commit ca77ff9. * Update organ.dm * . * . * . * Update snail.dm * Monkeys now use height offset (and monkey tail works) (#81598) This PR adds the ability for monkeys to wear any jumpsuit in the game, and adds support for them to wear things like coats, gloves, and shoes (though this cannot be obtained in-game and is solely achieved through admins, which I also improved a bit upon by adding a defined bitfield for no equip flags). This reverts a lot of changes from tgstation/tgstation#73325 - We no longer check height from limbs and such to bring sprites down, instead monkeys now work more similarly to humans, so the entire PR was made irrelevant, and I didn't really want to leave around dead code for the sake of having a human with longer legs. I've now also added support for Dwarfism, which makes monkeys look even smaller. Very minor change but at least now the mutation doesn't feel like it does literally nothing to monkeys (since they can already walk over tables). Here's a few examples of how it can appear in game (purely for demonstration, as it is currently intentionally made impossible to obtain in-game, though if someone wants to change that post-this PR now that support is added, feel free): Tails have been broken for a while now, the only reason you see them in-game is because they are baked into the monkey sprites. This fixes that, which means humans can now get monkey tails implanted into them (hell yeah) and monkeys can have their tails removed (also hell yeah) * Removes unneeded files * Revert "Removes unneeded files" This reverts commit 6469d37. * . * ok * Update tails.dm * Update monkey.dm * Fix monkey screenshot test * Update species.dm * Update reinf_walls.dm * Maintenance --------- Co-authored-by: Time-Green <7501474+Time-Green@users.noreply.github.com> Co-authored-by: Mal <13398309+vinylspiders@users.noreply.github.com> Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: vinylspiders <13398309+vinylspiders@users.noreply.github.com> |
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5f44545da8 |
Moves "sprite accessories" (e.g. Hair, Undergarments, Mutant Bits) from GLOB to a datasystem (#82847)
This is just a revitalization of #80275. ## About The Pull Request On the tin, basically demotes everything related to setting up and storing these bulky lists generated from reading `/datum/sprite_accessory` subtypes from living in a global space that will instead be in a compartmentalized subsystem for accesses. Also a lot of code modernization and micro-improvements (unquantifiable) ## Why It's Good For The Game Same exact expected results, just accessed in a different way.  There's a few reasons why I want this to happen. * The `GLOB` space is too clogged. There are at least a thousand variables on `GLOB`, and it's extremely painful to access stuff on production/local through view variables when you're debugging stuff like this. It's also painful when there is stuff that _should_ live on `GLOB` that you might want to see in VV/Debugger but are forced to either have to scroll a mile to find what you want or wait a long while for it to load. The less bulky lists we have of stored initialized datums, the better. * `make_datum_reference_lists()` is a consequence of wack stuff like this where we're reliant on certain things being initialized in the `GLOB` portion of world initialization _before_ subsystems/static variables load - most of these datum lists in the aforementioned proc doesn't _really_ need to be ready to go before `world.New()` for example. We'll sadly have to abuse `PreInit()` for now, but it really is something that has to be ready to go due the critical dependence that stuff like Preferences has on it. * We don't have to have the procs live in a global namespace either. Instead of passing in `GLOB.XList` or `DSstorage.XList` every single time, we can instead just move the proc setup on the subsystem and use `XList` in a more native fashion. * It's easier to find what you need. To me, it's a lot nicer to ctrl+click the DS and go to the variables to find something I'm looking for instead of having to scavenge around for any footprint/trace of the global I want to look for. This is more trivial than the other two, but that's something I like to think about when I go to bed. I also had to refactor a bit of the code to accommodate the limitations of the new DS system, but it should be a lot cleaner anyways. ## Changelog Not relevant --- Also nothing should have broken but it's a good thing we have screenshot unit tests to prove me wrong. |
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+12 |
20c0599ce6 |
Some more mirrors again (#27366)
* Ports additional Felinid ears from Orbstation (#82066) Adds 5 new ear options from Orbstation, originally PRed in lizardqueenlexi/orbstation#360. Sprites by @Or-Fi-S. Big:  Coeurl (FFXIV Miqo'te style):  Fold:  Lynx:  Round:  Also makes it so the code guarantees that custom ears on a felinid actually count as felinid ears and not human ones, as the code wasn't checking properly when preferences were applied. There's probably a cleaner, more permanent way to do this and a refactor is needed somewhere down the line (man that sprite accessories file is getting long huh) but I'll leave that to a more competent coder. More customization options are good also Cobby said I could  🆑 add: Added 5 new Felinid ear options, ported from Orbstation! (Sprites by Or-Fi-S) /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> * Standardizes object deconstruction throughout the codebase. (#82280) When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Makes attempting to refresh the logs not just throw a runtime error (#82432) ## About The Pull Request Really all this seems to be is a mismatch between the tgui and dm side of the menu. https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/tgui/packages/tgui/interfaces/LogViewer.tsx#L71 https://github.com/tgstation/tgstation/blob/3c71b14df0957749f31fb2e678130daf4cfb3250/code/modules/logging/log_holder.dm#L110-L113 Making these line up by renaming `re-render` to `refresh` seems to make it work just fine, and not just throw an error. ## Why It's Good For The Game Life tends to be better when refreshing to see new runtimes doesn't just add its own lovely little runtimes.   And then not show them til you re-open the window cause it doesn't refresh. ## Changelog 🆑 admin: Refresh button on the View Round Logs menu actually works, instead of just adding a runtime to the logs (and not updating them). /🆑 * Creates a "busy" animation for players (#82416) Little indicator above a player when they're currently doing something. <details> <summary>vids</summary> Perspective: You are the moth  Hides under runechat  </details> Todo: - [x] Feedback? - [x] Sneaky params so it doesn't spoil your stealth run - [x] Possible refactor - [x] Probably missed some "sneaky" actions - [x] coggers <details> <summary>sound on:</summary> https://github.com/tgstation/tgstation/assets/42397676/ad71c567-0202-4158-ba50-c2946375f988 </details> 🆑 jlsnow301, infraredbaron add: Added a new UI element over players that are interacting, building, etc. /🆑 --------- Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: san7890 <the@san7890.com> * New operative reinforcement option: Intelligence Overwatch Agent (#82307) ## About The Pull Request Introducing a new Nuclear Operative reinforcement option: The Overwatch Intelligence Agent. Equipped with multi-hudglasses, they have an advanced camera console, station alerts, and bodycams of every operative! If something can be known, they will know about it. They can also remotely pilot your ship. Finally, everyone can ride in the Steel Rain without getting stuck on the station! This role spawns in the formerly unused outpost just north of the nukie base. With a few shelves of supplies and some tools in the back room, they can set up their workplace however they like. This also gives them something to work on while they wait for the operatives to gear up.  As you can see, it's rather cramped and the lights are quite dim in the backroom. Set it up however you like, this is how I did mine:  Total price? 12 TC per agent. It might get a bit cramped, but you could buy a second to make sure the first guy doesn't get lonely! This turned into a 30-commit ugly because the bodycams were originally meant to be accomplished via a refactoring of the spyglass kit. Big mistake that made me shelve the project -- until Melbert's simple bodycam component conveniently did exactly what I needed in a much simpler way. ## Why It's Good For The Game Having a "guy in the chair" for your kickass murder operator squad enables more brainy strategizing, and is thematically sound. Also, nukies have the opportunity to bring in another player to participate in the fun! ## Changelog 🆑 Rhials add: Nuclear Operatives now purchase an Intelligence Agent, who can watch cameras and bodycams, move the shuttle, and provide radio support. Only 12 Telecrystals! /🆑 * re-adds list of components for admins to remove (#82461) ## About The Pull Request The list of components on a mob when admins try to remove one didn't actually show them, now it does.  ## Why It's Good For The Game Messing with components/elements on mobs are such a pain, in this case was broken entirely.  ## Changelog 🆑 admin: Removing components button now lists components to remove /🆑 * Reboots the CNS Rebooter Implant. (#82441) ## About The Pull Request The CNS Rebooter Implant will now pull you out of stuns and stamcrit, while granting you a few seconds of stun immunity, comes with a 60 seconds cooldown ## Why It's Good For The Game The CNS Rebooter Implant is a strong candidate for the absolute worst implant in the game, it caps your stuns at 4 seconds (which is plenty of time to get murdered) and does nothing to prevent stamina damage, for something accessible in one of the latest research nodes and in the nukie uplink it should perform better than it does now. Besides, the game is in dire need for more tools to keep the stun meta at bay, and this is a good place to start. This PR makes it so the rebooter will bail you out stamcrit every 60 seconds, along with giving you a few seconds of immunity to run away or get a couple of hits in. ## Changelog 🆑 balance: CNS Rebooter Implant will now pull you out of stamcrit and grant you a few seconds of stun immunity /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Fix "Aheal" for ears deafness (#82448) ## About The Pull Request Make the admin button "Aheal" and Magic Wand of Healing (resurrection) actually full heal carbon's Ears. File _ears.dm contains timer variable "deaf" that should be updated to 0 after complete healing. But I think this must be properly code-refactored because looks like it's just duplicates(?) standart variable "damage" for organ type. ## Why It's Good For The Game Aheal - means FULLY HEAL. ## Changelog 🆑 fix: aheal now properly heals ears deafness /🆑 --------- Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> * Medipens can't have reagents removed from them anymore. (#82451) ## About The Pull Request This will be needed for https://github.com/tgstation/tgstation/pull/82449 because this removes the machine's ability to make infinite chems. Basically in https://github.com/tgstation/tgstation/pull/29139 they removed medipen's ability to have reagents injected into them, but never removed the ability to take reagents out. You could take a syringe, remove all chemicals from a medipen, put the main ingredient in a medipen refiller, then refill. You could do this right now on live servers with an epipen for infinite formaldehyde. This doesn't affect the hypospray. ## Why It's Good For The Game Removes a way of infinitely making reagents with a medipen refiller and also removes a dumb mechanic. You could take all chemicals out of an EHMS autoinjector, which removes the visual and feedback tell to the target that they've been injected, and even with 0 chemicals they get the disease anyways. You could buy medipens as a miner, take the chemicals out, and put them in a syringe or pill that you can inject yourself instantly with. You can take otherwise hard-to-get chemicals like fungal TB's 2-use cure injector, and make 40 cure pills instead. ## Changelog 🆑 fix: You can no longer take chemicals out of medipens with a syringe. /🆑 * Search string in catalogs in char prefs (#82423) * actually just removes stamina damage and knockdown from punches (#82400) removes punch knockdowns and stamina damage from them knockdown punches were also around the time disarm could just hardstun you to RNG this is dumb so we remove that also watermelon supposedly wanted to remove stamina damage from punches so idk about that anyway so this is a problem because you could be randomly floored by sheer luck through thick plates of metal and is overall not a very fun thing to play against especially with northstar gloves resolves unfun RNG by removing knockdowns and does something watermelon wanted by removing stam damage from it 🆑 balance: punches no longer knock down or deal stamina damage /🆑 * Fix slime `check_item_passthrough` effect (#82484) ## About The Pull Request This proc expects a user but is not passed one. ## Changelog 🆑 Melbert fix: Items will properly pass through slime on occasion /🆑 * Basic mobs now use z-level turnoff instead of simple (#82469) ## About The Pull Request On one compile of MetaStation, I saw that there's 45 basic mobs on the station, 256 on lavaland (the number growing from tendrils), and 59 in all other z levels combined. While we do expect Lavaland to be visited every round, at least it won't be running during the times when no one is there, but even more importantly, space exploration is something not done every round, so we don't have any reason to waste our resources on AIs that will never be interacted with. Simple animals had an easy solution to this: If no one is on the Z level, their AI turns off If someone is on the Z level, they are idle unless needed. The last simple animals that exists right now are bots, megafauna, geese, gondolas, and some minor ones like mimic, zombie, dark wizard, soulscythe, etc. Point is, we're very much nearly done going through all simple animals, so this code is being wasted just to ensure things like cleanbots won't work if no one is on the z level, something I doubt happens often, so I took their code and made it work for basic mobs instead. I could've done both but I thought it would look very bad, and maybe this is a good incentivize to get more basic mob conversions. There's one major change here and it's that we're missing the "Idle" mode, some basic mobs like the Lavaland village seems to be made with intent that they'll be running even if players aren't around, so this sets up a future PR that makes idle AI easier to add, and I want to make sure those cases are taken into account. ## Why It's Good For The Game We don't need to always be processing these basic mobs, and sets us in the future to hopefully also implement idle AIs. ## Changelog 🆑 balance: Basic mob AIs with no mobs on the Z level now stop. /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * adds preferences to transhumanist (#82435) ## About The Pull Request You may remember this, that's because I accidentally deleted it before while trying to change things. Anyways! Adds drop-down selections and new options to transhumanist. also fixes a minor typo Previously, you could choose your replaced limb by taking prosthetic limb, setting what you want changed, and then switching to transhumanist, since they used the same preference previously. ## Why It's Good For The Game Transhumanist felt strange because it was hypothetically a voluntary operation, but the augmentation clinic just spun the wheel on what you got replaced. From a role-playing perspective, being unable to choose is uninteresting and confusing. Also it always says your limb being was being replaced with a robotic arm and that annoyed me. Now that you are able to select your replacement part, I've added two new options, the robotic voice box, good for a more prominent change then a limb that will be hidden for most of a round, and flashlight eyes, for when you are truly committed to being rushed directly to robotics seeing the bright future ahead of humanity! ## Changelog 🆑 add: Transhumanist now allows you to select your augmentation add: Transhumanist can now provide a robotic voice box, or flashlight eyes spellcheck: Transhumanist's roundstart text has been re-written to not be wrong /🆑 --------- Co-authored-by: san7890 <the@san7890.com> * Watcher wreaths; Normal and Icewing varieties (#82457) Adds Watcher Wreaths. An item that makes it look like you have a slightly floating thorn crown that you can make from some of their material parts (and the icewing crusher trophy for the icewing variant). The wreath has emissives. They don't do anything mechanically, they're just for show.    I really like the whole thing with turning lavaland monsters into trophies and cosmetics. Going down and coming back up looking like someone who just crawled through a horror movie and took some souvenirs is great. Stuff like the trophy accessories, bone and drake armor and many of the various lavaland items have this quality, and it always amuses me when a tech sees a dressed up miner and just goes 'holy shit, where did you get that'? Drip is the ultimate reward for playing miner. Nobody can tell me otherwise. this is the endgame every miner craves. And I crave a goddamn crown made from the broken remains of my enemies. 🆑 add: Watcher wreaths. Made from the mangled remains of a watcher, now a handsome accessory for you to wear a few inches behind your head. Comes in Normal and Icewing variants. add: Some bounties for the two variants of watcher wreaths. /🆑 * CHEAP_HYPOTENUSE() no longer makes the differences between the coordinates absolute. (#82468) ## About The Pull Request CHEAP_HYPOTENUSE() no longer absolutes the differences between the coordinates. ## Why It's Good For The Game It gets squared so it doesn't need to be done. * Neutered symptoms no longer activate (#82467) ## About The Pull Request Stops activation of all neutered symptoms in a advanced disease. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/68944 ## Changelog 🆑 fix: Narcolepsy is no longer activated while neutered. /🆑 * Fixes the color matrix editor (#82478) ## About The Pull Request It was sending back stringified numbers as inputs. This came from a typescript cleanup pr from sync (#82000) and was ultimately caused by a... I think misunderstanding of how the color list works (#67967) ## Why It's Good For The Game Works like a charm now, which is good cause I use it a lot ## Changelog 🆑 fix: The color matrix editor now works properly again /🆑 * Hats no longer cover mouths (#82498) * Fixes banned/days remaining preferences display for non-dynamic ruleset antagonists. (#82506) * Reverts reversion: tgui will 516 or else (#82527) ## About The Pull Request Context: #82522 Apparently you cant just stuff the byond helper functions into an external js file, but if you do, byond won't even let you know its a problem until the servers crash and you have to run `bin/clean` just to unbork your entire repo This reimplements the changes from #82473 without: - moving the byond helper functions externally - causing a tooltip render issue in panel ## Why It's Good For The Game 516 prep (again this time) * Final Objective: Battle Royale (#82258) ## About The Pull Request Adds a new final objective option with a classic premise; the forced battle to the death. The concept is that the Syndicate will provide you with an implanter tool you can use on an arbitrary number of crew members. Once you have at least 6 (though there is no ceiling) you can activate the implants to start the Battle Royale and broadcast the perspectives of everyone you implanted live to the entertainment monitor. After activation these implants cause you to explode upon death. If at the end of 10 minutes, more than one person remains unexploded then all of the remaining implants will detonate simultaneously. Additionally, one of the station's departments (Medbay, Cargo, Science, or Engineering) will be chosen as the arena. If after 5 minutes pass you're not within that department (or if you leave it after that time has passed) then you will be killed. The Syndicate plan on both using the recorded footage to study Nanotrasen technology, and also to sell it as an underground blood sport, and so have employed a pirate broadcasting station to provide colour commentary. The implantation is silent, however it requires you and your target to be adjacent and stood still for one and a half seconds. Once implanted, it will occasionally itch and eventually signal to the implantee that something is up, so once you start implanting someone you're on a soft timer until you are given away. You can also implant yourself if you want to do that for some reason. Removing an implant from someone has a 70% chance of setting it off instantly, but it _is_ possible. If the implant is exposed to EMP, this value is randomised between 0 and 100%. You could also try doing surgery while the patient is wearing a bomb suit or something, that puzzle is for you to solve and I'm not going to tell you the answers. I'm sure you'll think of ones I haven't. ## Why It's Good For The Game Adds a somewhat more down-to-earth but still hopefully exciting and threatening option which should let people mess around with the sandbox. The mutual death element provides some roleplaying prompts; nothing actually _forces_ you to fight apart from fear of death and it may be possible to find other ways to survive, or perform some kind of solidarity behaviour with your fellow contestants. Maybe you'll try that but one of your fellow contestants just wants to be the last survivor anyway. Maybe you'll pretend you're setting up some kind of mutual survivorship thing in order to make sure you're the sole survivor. Gives some people to watch on the bar TV channel. The crew apparently love playing Deathmatch while dead so we might as well enable doing it while alive. Also I'm going to follow this up with a separate PR to remove the Space Dragon objective and it felt like it'd be a good idea to do one out one in ## Changelog 🆑 add: Adds a new Final Objective where you force your fellow crew to fight to the death on pain of... death. /🆑 --------- Co-authored-by: _0Steven <jaydondegenerschool@gmail.com> Co-authored-by: san7890 <the@san7890.com> Co-authored-by: _0Steven <42909981+00-Steven@users.noreply.github.com> Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Rhials <28870487+Rhials@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> Co-authored-by: EnterTheJake <102721711+EnterTheJake@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> Co-authored-by: Artemchik542 <32270644+Artemchik542@users.noreply.github.com> Co-authored-by: Yaroslav Nurkov <78199449+AnywayFarus@users.noreply.github.com> Co-authored-by: jimmyl <70376633+mc-oofert@users.noreply.github.com> Co-authored-by: Skeleton-In-Disguise <49223093+Skeleton-In-Disguise@users.noreply.github.com> Co-authored-by: necromanceranne <40847847+necromanceranne@users.noreply.github.com> Co-authored-by: Pickle-Coding <58013024+Pickle-Coding@users.noreply.github.com> Co-authored-by: Bilbo367 <163439532+Bilbo367@users.noreply.github.com> Co-authored-by: FlufflesTheDog <piecopresident@gmail.com> Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: Jacquerel <hnevard@gmail.com> |
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Standardizes object deconstruction throughout the codebase. (#82280)
## About The Pull Request When it comes to deconstructing an object we have `proc/deconstruct()` & `NO_DECONSTRUCT` Lets talk about the flag first. **Problems with `NO_DECONSTRUCTION`** I know what the comment says on what it should do https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/__DEFINES/obj_flags.dm#L18 But everywhere people have decided to give their own meaning/definition to this flag. Here are some examples on how this flag is used **1. Make the object just disappear(not drop anything) when deconstructed** This is by far the largest use case everywhere. If an object is deconstructed(either via tools or smashed apart) then if it has this flag it should not drop any of its contents but just disappear. You have seen this code pattern used everywhere https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/constructable_frame.dm#L26-L31 This behaviour is then leveraged by 2 important components. When an object is frozen, if it is deconstructed it should just disappear without leaving any traces behind https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/datums/elements/frozen.dm#L66-L67 By hologram objects. Obviously if you destroy an hologram nothing real should drop out https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/modules/holodeck/computer.dm#L301-L304 And there are other use cases as well but we won't go into them as they aren't as significant as these. **2. To stop an object from being wrenched ??** Yeah this one is weird. Like why? I understand in some instances (chair, table, rack etc) a wrench can be used to deconstruct a object so using the flag there to stop it from happening makes sense but why can't we even anchor an object just because of this flag? https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/objs.dm#L368-L369 This is one of those instances where somebody just decided this behaviour for their own convenience just like the above example with no explanation as to why **3. To stop using tools to deconstruct the object** This was the original intent of the flag but it is enforced in few places far & between. One example is when deconstructing the a machine via crowbar. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L811 But machines are a special dual use case for this flag. Because if you look at its deconstruct proc the flag also prevents the machine from spawning a frame. https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/machinery/_machinery.dm#L820-L822 How can 1 flag serve 2 purposes within the same type? **4. Simply forget to check for this flag altogether** Yup if you find this flag not doing its job for some objects don't be surprised. People & sometimes even maintainers just forget that it even exists https://github.com/tgstation/tgstation/blob/b5593bc6930cb60803214869a7b94c84e7baa02c/code/game/objects/items/piggy_bank.dm#L66-L67 **Solution** These are the main examples i found. As you can see the same flag can perform 2 different functions within the same type and do something else in a different object & in some instances don't even work cause people just forget, etc. In order to bring consistency to this flag we need to move it to the atom level where it means the same thing everywhere. Where in the atom you may ask? .Well, I'll just post what MrMelbert said in https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, Yup that's the ideal case now. This flag is checked directly in `deconstruct()`. Now like i said we want to give a universal definition to this flag and as you have seen from my examples it is used in 3 cases 1) Make an object disappear(doesn't dropping anything) when deconstructed 2) Stop it from being wrenched 3) Stop it from being deconstructed via tools We can't enforce points 2 & 3 inside `deconstruct()` which leaves us with only case 1) i.e. make the object disappear. And that's what i have done. Therefore after more than a decade or since this flag got introduced `NO_DECONSTRUCT` now has a new definition as of 2024 _"Make an object disappear(don't dropping anything) when deconstructed either via tools or forcefully smashed apart"_ Now i very well understand this will open up bugs in places where cases 2 & 3 are required but its worth it. In fact they could even be qol changes for all we know so who knows it might even benefit us but for now we need to give a universal definition to this flag to bring some consistency & that's what this PR does. **Problem with deconstruct()** This proc actually sends out a signal which is currently used by the material container but could be used by other objects later on. https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/objects/obj_defense.dm#L160 So objects that override this proc should call its parent. Sadly that isn't the case in many instances like such https://github.com/tgstation/tgstation/blob/3e84c3e6dad33c831ac259f52f2f023680e4899b/code/game/machinery/deployable.dm#L20-L23 Instead of `return ..()` which would delete the object & send the signal it deletes the object directly thus the signal never gets sent. **Solution** Make this proc non overridable. For objects to add their own custom deconstruction behaviour a new proc has been introduced `atom_deconstruct()` Subtypes should now override this proc to handle object deconstruction. If objects have certain important stuff inside them (like mobs in machines for example) they want to drop by handling `NO_DECONSTRUCT` flag in a more carefully customized way they can do this by overriding `handle_deconstruct()` which by default delegates to `atom_deconstruct()` if the `NO_DECONSTRUCT` flag is absent. This proc will allow you to handle the flag in a more customized way if you ever need to. ## Why It's Good For The Game 1) I'm goanna post the full comment from MrMelbert https://github.com/tgstation/tgstation/pull/81656#discussion_r1503086862 > ...Ideally the .deconstruct call would handle NO_DECONSTRUCTION handling as it wants, but there's a shocking lack of consistency around NO_DECONSTRUCTION, where some objects treat it as "allow deconstruction, but make it drop no parts" and others simply "disallow deconstruction at all" This PR now makes `NO_DECONSTRUCTION` handled by `deconstruct()` & gives this flag the consistency it deserves. Not to mention as shown in case 4 there are objects that simply forgot to check for this flag. Now it applies for those missing instances as well. 2) No more copying pasting the most overused code pattern in this code base history `if(obj_flags & NO_DECONSTRUCTION)`. Just makes code cleaner everywhere 3) All objects now send the `COMSIG_OBJ_DECONSTRUCT` signal on object deconstruction which is now available for use should you need it ## Changelog 🆑 refactor: refactors how objects are deconstructed in relation to the `NO_DECONSTRUCTION` flag. Certain objects & machinery may display different tool interactions & behaviours when destroyed/deconstructed. Report these changes if you feel like they are bugs /🆑 --------- Co-authored-by: san7890 <the@san7890.com> |
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41ea46d5f2 |
[MIRROR] Scopes NODECONSTRUCT_1 from flags_1 to obj_flags [MDB IGNORE] (#25496)
* Scopes `NODECONSTRUCT_1` from `flags_1` to `obj_flags` * Update bitfields.dm * Modular * Update rack.dm --------- Co-authored-by: san7890 <the@san7890.com> Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com> |
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5ce9d5806d |
Scopes NODECONSTRUCT_1 from flags_1 to obj_flags (#80104)
This flag only worked on the `/obj/structure` and `/obj/machinery` level, so let's rescope it from `flags_1` and put it where it belongs - `obj_flags`. Bitflag operators should be scoped to their subtype specific bitfield, not really useful to have this take up a spot on the `/atom` level if absolutely nothing other than `/obj`s use it. |
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2b38953932 |
[SEMI-MODULAR] Underwear and Bra split (#23269)
* First go, should be all set. * Adds SKYRATS additions Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * code markings * modular code markings Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * modular code markings Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * shuffle socks and undershirt color Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * adds a space and sanitizes Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * various comment and modular fixes * more spacing Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * more spacing Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * various spacing fixes Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * variable comment Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * Fixes a dumb oversight * fixes the return list. * converts the bras properly * Apply suggestions from code review Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * fixes the overlaying issue. * Apply suggestions from code review Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * adds the space Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> * adds the descrptiors to changling vars * Fixes a small oversight * hard resolves the conflict by merging safekini * Removed a duplicated proc * Reverted Baby-Doll to Babydoll (for simplicity in the future) * Implement the migration for bras from the various sources it could come from Also cleans up some of the code in that file, so that should help nicely. * Fixed the bikini underwear update * Fixed issue with migrating the safekini * sets the binder to be a bra. * disables the bra as a undershirt --------- Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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7a827df807 |
[MIRROR] SPECIES NUKING 2023: Nukes species_traits, good night sweet prince [MDB IGNORE] (#22458)
* SPECIES NUKING 2023: Nukes species_traits, good night sweet prince (#76297) IT'S OVER. Species traits are a relic of a time before the trait system was added to generalize this kind of behavior. They are clunky and overall less useful than inherent_traits - Converting these makes it easier to make these behaviors modular and usable not only by species. 🆑 refactor: A significant species refactor happened, report any issues on the github. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> * Makes it all work * Fix widespread vampirism (#76414) ## About The Pull Request Removing code you think is not necessary but is actually is always a recipe for disaster (#76297)  ## Changelog 🆑 Melbert fix: Fix everyone being vampires /🆑 * Whoops, missed one! --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com> |
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2f5c7f8389 |
[MIRROR] Icon folder cleaning wave one [MDB IGNORE] (#22374)
* Icon folder cleaning wave one * Fixe a merge conflict * Fixes some more merge conflicts * Fixes some modular icon paths * Fixes even more modular icon paths... Hopefully that's the last of them * Fixes some merge discrepencies * More merge issues * ok * not ok --------- Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com> Co-authored-by: Giz <vinylspiders@gmail.com> |
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a373b4cb08 |
Icon folder cleaning wave one (#76703)
## About The Pull Request Due to a mental breakdown caused by unfathomable abomination that is icons folder, I swore to myself to one day clean it. Today is kind of that day. Been at it for around 6, you gotta understand I need a rest. I tracked most changes in descriptions of commits if you are looking for details. ## Why It's Good For The Game Saner spriters make better sprites. And also, just helps keep track of things. ## Changelog 🆑 image: added sprites for different variants of scrolls. image: modified couple posters with ghost pixels. /🆑 --------- Co-authored-by: OrionTheFox <76465278+OrionTheFox@users.noreply.github.com> |
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316767fc07 |
SPECIES NUKING 2023: Nukes species_traits, good night sweet prince (#76297)
## About The Pull Request IT'S OVER. ## Why It's Good For The Game Species traits are a relic of a time before the trait system was added to generalize this kind of behavior. They are clunky and overall less useful than inherent_traits - Converting these makes it easier to make these behaviors modular and usable not only by species. ## Changelog 🆑 refactor: A significant species refactor happened, report any issues on the github. /🆑 --------- Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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dad84df983 |
[MIRROR] Makes a whole bunch of wooden objects flammable [MDB IGNORE] (#20670)
* Makes a whole bunch of wooden objects flammable (#74827) ## About The Pull Request This whole PR started because I realized that baseball bats are not actually flammable which I found weird, then I looked at a whole bunch of other stuff that really should be flammable but also isn't. ## Why It's Good For The Game Makes wooden objects behave slightly more consistently? Honestly, most of these seem like oversights to me. ## Changelog 🆑 balance: The following structures are now flammable: Picture frame, fermenting barrel, drying rack, sandals, painting frames, paintings, spirit board, notice board, dresser, displaycase chassis, wooden barricade balance: The following items are now flammable: Baseball bat, rolling pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei, popsicle stick, rifle stock /🆑 * Makes a whole bunch of wooden objects flammable --------- Co-authored-by: ChungusGamer666 <82850673+ChungusGamer666@users.noreply.github.com> |
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821123b598 |
Makes a whole bunch of wooden objects flammable (#74827)
## About The Pull Request This whole PR started because I realized that baseball bats are not actually flammable which I found weird, then I looked at a whole bunch of other stuff that really should be flammable but also isn't. ## Why It's Good For The Game Makes wooden objects behave slightly more consistently? Honestly, most of these seem like oversights to me. ## Changelog 🆑 balance: The following structures are now flammable: Picture frame, fermenting barrel, drying rack, sandals, painting frames, paintings, spirit board, notice board, dresser, displaycase chassis, wooden barricade balance: The following items are now flammable: Baseball bat, rolling pin, mortar, coffee condiments display, sandals, wooden hatchet, gohei, popsicle stick, rifle stock /🆑 |
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092e534e75 |
[MIRROR] TGUI list conversions + bug fixes [MDB IGNORE] (#10355)
* TGUI list conversions + bug fixes * Fixing conflicts * Maintaining a few modular files while we're at it... Co-authored-by: Jeremiah <42397676+jlsnow301@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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9c6fdb567d |
TGUI list conversions + bug fixes (#63354)
About The Pull Request
Converts more inputs to TGUI. Possibly all user-facing input lists in the game.
Did any surrounding text/number inputs as well
Added null choice support so users can press cancel.
Added some misc TGUI input fixes
Fixed custom vendors while I was there
I refactored a lot of code while just poking around.
Primarily, usage of .len in files where I was already working on lists.
Some code was just awful - look at guardian.dm and its non use of early returns
If there are any disputes, I can revert it just fine, those changes are not integral to the PR.
Why It's Good For The Game
Fixes #63629
Fixes #63307
Fixes custom vendors /again/
Text input is more performant.
Part of a long series of TGUI conversion to make the game more visually appealing
Changelog
cl
refactor: The majority of user facing input lists have been converted to TGUI.
refactor: Tgui text inputs now scale with entered input.
fix: Many inputs now properly accept cancelling out of the menu.
fix: Fixes an edge case where users could not press enter on number inputs.
fix: Custom vendor bluescreen.
fix: You can now press ENTER on text inputs without an entry to cancel.
/cl
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fb70059611 |
[modular] adds the ability for six character hex colours (draft so maintainers know what to do when this gets merged on TG, if it does) (#8692)
* hhhhh * yes * yes * yes * yes4 * yeet * yeet number 2 * don't want that conflicting * yep * trailing newline |
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f0db07b17d |
[MIRROR] makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy [MDB IGNORE] (#8840)
* makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy * Feex * Feex some more * Final feex * Please no more I'm tired * <<<<<<< HEAD Co-authored-by: Seris02 <49109742+Seris02@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com> |
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694c2999b0 | makes it so the sanitize_hexcolors' default is 6 characters rather than 3 and gets rid of color_legacy (#61980) | ||
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63b945ff1f |
Fixes missing color for undershirt/socks (#8548)
* Fixes missing color for undershirt/socks Added color choice to undershirt and socks selection. * Added SKYRAT EDITs Added SKYRAT EDITs * Moved a file to the masterfiles Moved a file to the masterfiles |
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7d1d0e1fad |
[MIRROR] Refactors most spans into span procs (#6315)
* Refactors most spans into span procs * AA * a * AAAAAAAAAAAAAAAAAAAAAA * Update species.dm Co-authored-by: Watermelon914 <37270891+Watermelon914@users.noreply.github.com> Co-authored-by: Gandalf <jzo123@hotmail.com> |
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375a20e49b |
Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs. Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines. Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing. Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc. (Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such) |
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43febe3145 |
[MIRROR] Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#3433)
* Converts many proc overrides to properly use list/modifiers, lots of other smaller things * Update human_defense.dm Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Gandalf2k15 <jzo123@hotmail.com> |
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5c22a0cfc1 |
Converts many proc overrides to properly use list/modifiers, lots of other smaller things (#56847)
Converts many proc overrides to properly use list/modifiers, fixes some spots where modifiers should have been passed, calls modifiers what it is, a lazy list, and cleans up some improper arg names like L, M, C, and N. Oh and I think there was a spot where someone was trying to pass M.name in as a string, but forgot to wrap it in []. I fixed that too. |
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34d8917ebc |
Aesthetics fixes (#2986)
* fixes * a |
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ff7ef130dc |
[MIRROR] Makes dressers not drop wood when they have the NODECONSTRUCT flag (#1435)
* Makes dressers not drop wood when they have the NODECONSTRUCT flag (#54534) * Makes dressers not drop wood when they have the NODECONSTRUCT flag Co-authored-by: Kylerace <kylerlumpkin1@gmail.com> |
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86be8c0548 | Makes dressers not drop wood when they have the NODECONSTRUCT flag (#54534) | ||
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4b6500fb67 |
Makes all anchored changes use setAnchored(), COMSIG_MOVABLE_SETANCHORED now only sent if an AM's anchored var has changed for more reliable usage. (#52254)
* Converts everything to use setAnchored() + other fixes * Fixed singulo debug * singulo again * forgot to move the vv_edit proc * caught that this time :) * changes * Update code/game/atoms_movable.dm Co-authored-by: Rohesie <rohesie@gmail.com> Co-authored-by: Rohesie <rohesie@gmail.com> |
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62676e72a8 |
Force LF line endings with gitattributes and convert repo (#52266)
Co-authored-by: Aleksej Komarov <stylemistake@gmail.com> |
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9dfa78cb47 |
Underwear color (#45630)
About The Pull Request
Changes our current underwear selection to greyscale so you can color them any way you like, just like hair.
Removed duplicate underwear types that only served as a few color options(female_yellow, male_blue, ect.) Underwear with designs are unaffected(female_uk, male_commie, ect.)
Added a new option in dressers to change underwear color.
Changed some underwear names to fit the new option(female_red is now female_lace, ect.)
A9hAqkxgin
If all is well i plan on adding this to undershirts and socks too.
also HUGE thank you to nonfictiongames for the help!!!!
Why It's Good For The Game
More character customization in roleplaying game GOOD
Changelog
cl
add: Underwear can now have any color. (Your character will most likely be nude now so check your prefs!!)
add: Underwear color option in dressers
tweak: changed some underwear names
imagedel: deleted duplicate underwear
/cl
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2fa1ac1349 | Replaces istypes with the proper tool_behaviour checks. (#40414) | ||
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51bf3f597e |
Fix constructed directional windows leaking atmos, wrap setting of the anchored var on objects (#38934)
* Wrap setting anchored for structures, fix atmos bug * forgot this * Add a signal for setanchored * move setanchored to obj * machinery, also some structure stuff * tabbing |
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f300a5c155 | Interaction/Attack Hand Refactor (#36405) | ||
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c6e607dc17 |
Refactors use_sound and changes the way tools play sounds (#35521)
* Adds list support to usesound, ports drills to usesound * Adds more tool sounds, changes usesound usage to play_tool_sound * fix |
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69af4a34f7 | Fixes dresser being unattackable (#31123) | ||
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af4d9a85c9 | Repaths /obj/item/weapon to /obj/item (#29929) | ||
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59ef81245b | Changes some 1s and 0s to TRUE and FALSE (#29144) | ||
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b666bd58b0 | Makes dressers buildable (#28611) | ||
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27b83cdff2 |
Golems do not have underclothing
- New species flag NO_UNDERWEAR. - Species with this flag do not have underwear, undershorts or socks rendered on their mobs, and are unable to use dressers. 🆑 coiax fix: Golems no longer have underwear, undershorts or socks. /🆑 If golems are unable to wear human jumpsuits or exosuits, they certaintly won't be able to wear anything tighter. |
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9e1ef0ffe2 |
Global variable wrappers (#25325)
* Add the system for managed global variables * Travis ban old globals * So you CAN inline proccall, that's neat * Fix that * master.dm * Remove the hack procs * Move InitGlobals to the proper spot * configuration.dm * Fix the missing pre-slash * clockcult.dm * This is probably for the best * Doy * Fix shit * Rest of the DEFINES tree * Fix * Use global. for access * Update find_references_in_globals Always hated that proc Whoever made it must've bee a r e a l idiot... * __HELPERS tree * Move global initialization to master. Fix the declaration * database.dm * Dat newline * I said DECLARATIVE order! * Here's something you can chew on @Iamgoofball * game_modes.dm * Fix this * genetics.dm * flavor_misc.dm * More stuff * Do it mso's way. Keep the controllers as global * Make master actually see it * Fix * Finish _globalvars/lists * Finish the rest of the _globalvars tree * This is weird * Migrate the controllers * SLOTH -> GLOB * Lighting globals * round_start_time -> ticker * PAI card list -> pai SS * record_id_num -> static * Diseases list -> SSdisease * More disease globals to the SS * More disease stuff * Emote list * Better and better * Bluh * So much stuff * Ahh * Wires * dview * station_areas * Teleportlocs * blood_splatter_icons * Stuff and such * More stuff * RAD IO * More stuff and such * Blob shit * Changeling stuff * Add "Balance" to changelogs * Balance for changelog compiler + Auto Tagging * Update the PR template * hivemind_bank * Bip * sacrificed * Good shit * Better define * More cult shit * Devil shit * Gang shit * > borers Fix shit * Rename the define * Nuke * Objectives * Sandbox * Multiverse sword * Announce systems * Stuff and such * TC con * Airlock * doppllllerrrrrr * holopads * Shut up byond you inconsistent fuck * Sneaky fuck * Burp * Bip * Fixnshit * Port without regard * askdlfjs; * asdfjasoidojfi * Protected globals and more * SO MANY * ajsimkvahsaoisd * akfdsiaopwimfeoiwafaw * gsdfigjosidjfgiosdg * AHHHHHHHHHHHHHHHHHHHHHHH!!!!! * facerolll * ASDFASDFASDF * Removes the unused parts of dmm_suite * WIP * Fix quote * asdfjauwfnkjs * afwlunhskjfda * asfjlaiwuefhaf * SO CLOSE * wwwweeeeeewwwww * agdgmoewranwg * HOLY MOTHER OF FUCK AND THATS JUST HALF THE JOB?!? * Fix syntax errors * 100 errors * Another 100 * So many... * Ugh * More shit * kilme * Stuuuuuufffff * ajrgmrlshio;djfa;sdkl * jkbhkhjbmjvjmh * soi soi soi * butt * TODAY WE LEARNED THAT GLOBAL AND STATIC ARE THE EXACT SAME FUCKING THING * lllllllllllllllllllllllllllllllllllllllllll * afsdijfiawhnflnjhnwsdfs * yugykihlugk,kj * time to go * STUFFF!!! * AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!!!!!! * ngoaijdjlfkamsdlkf * Break time * aufjsdklfalsjfi * CONTROL KAY AND PRAY * IT COMPILEELEELELAKLJFKLDAFJLKFDJLADKJHFLJKAJGAHIEJALDFJ!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! * Goteem * Fix testing mode * This does not belong in this PR * Convert it to a controller * Eh, fuck this option * Revert controllerization Ill do it some other time * Fix * Working controllerization * FOR THE LOVE OF CHRIST PROTECT THE LOGS * Protect admins and deadmins * Use the inbuilt proc |
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4688c2c969 | Fixes proc arguments |