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observer_fix_tm
30
Commits
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54198986b7 | generic device handling sounds (#93536) | ||
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593fe47c1c |
PAI leashes can be toggled on or off by owners (#93239)
## About The Pull Request PAI leashes can be toggled on or off by owners ## Why It's Good For The Game i do agree with the idea of tying PAIs to their owners considering what the P stands for and i wish it had worked out the way it was intended, but it has sort of deterred a lot of people from playing the role. even as the PAI owner in shifts where very little was going on, i did sort of find it socially exhausting to have to be tied to my PAI for the entire round and a massive responsibility since the fun the other player was having was solely depending on me. i found myself wishing we could have a little break from each other every now and then </3. i realize most of these are my own shortcomings, but i speculate atleast a few other pai owners may go through the same things which may tie into why very few pai devices are being picked up ## Changelog 🆑 feature: PAI leashes can now be turned on or off by pai owners. (they are on by default) /🆑 |
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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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37ec7f8054 |
Changes all uses of notify_ghosts to use the real names of mobs (#90919)
## About The Pull Request Quite simple - this changes every direct mention of a mob in a `notify_ghosts` message to use `[mob.real_name]` instead of just `[mob]` ## Why It's Good For The Game makes things less confusing - ghosts can see easily their actual identity anyways, so it's not like there's much of a reason _not_ to do this. ## Changelog 🆑 qol: Ghost notifications will now use the real names of mobs when something happens (i.e no more "Unknown has completed an ascension ritual!") /🆑 |
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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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a0e862d575 |
Base implementation of /datum/persistent_client (#89449)
## About The Pull Request Converts `/datum/player_details` into `/datum/persistent_client`. Persistent Clients persist across connections. The only time a mob's persistent client will change is if the ckey it's bound to logs into a different mob, or the mob is deleted (duh). Also adds PossessByPlayer() so that transfering mob control is cleaner and makes more immediate sense if you don't know byond-fu. ## Why It's Good For The Game Clients are an abstract representation of a connection that can be dropped at almost any moment so putting things that should be stable to access at any time onto an undying object is ideal. This allows for future expansions like abstracting away client.screen and managing everything cleanly. |
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7c6eee45bb |
Datumizes pAI screen images (#89208)
## About The Pull Request This PR changes pAI screen images (previously called "emotion icon" or "card overlay") to be datums. In doing so, I made some changes in how screen images are handled: * A screen image's name and icon state are separate now, whereas before the name determined the icon state used. * Something useful for downstreams: The icon file that a screen image pulls from default's to tg's icon file for pAI screen images, but can be overridden if you don't want to put the new screen image in the same file. * The FA icon for each screen image is now selected in the datum, rather than as part of a constant in some far-off TS file. Additionally, the codebase previously used inconsistent terminology to refer to these - "card overlay" in one place, "emotion icon" in another, "image" somewhere else... Now, all of them are called "screen image" or some variant thereof. "Screen image" is more accurate to what it is anyways, since it doesn't need to be a face (although 99% of the time, it will be). One last thing: The new datum is in its own directory, all by its lonesome. If you're wondering why I don't just move it out and put it next to the rest of the pAI module, it's because I plan to datumize some other pAI stuff (in particular, software and holochassis) in a future PR. (Though I'll admit, I'm not sure of the current folder location.) ## Why It's Good For The Game Datumizes some items that really should've been datums in the first place. ## Changelog 🆑 MichiRecRoom refactor: Datumized pAI card screen images /🆑 --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@users.noreply.github.com> |
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e61afc4318 |
New Syndicate Stealth MODule: Wraith. (#86449)
## About The Pull Request Introduces a new MODule in the uplink, makes the user transperent and grants the ability to siphon light sources to recharge your suit. Ingame demonstration: https://www.youtube.com/watch?v=bhXNOAMDy4U ## Why It's Good For The Game I've been playing a ton of Splinter Cell and Intravenous recently and this random idea popped in my head. "Wouldn't it be cool if traitors could blend in the darkness to get a jump on their opponents?" Also unrelated "Wouldn't it be cool if tots had a tool to recharge their suit that didn't involve sitting in a pod for 10 minutes?" This PR introduces a new module to the uplink, the Wraith. It comes with a passive and active component. Passively it works exactly like the crew version of the cloaking module with just a couple of differences. 1) Doesn't need to be manually activated, if you lose the cloak it's regained after 5 seconds. 2) Lower stealth alpha value( how trasperent you are basically), slightly less visible than the crew version, not as good the ninja module however , I tuned it just enough so that you are more or less undetectable in the dark. The active component of the module lets you destroy stationary lights to recharge your suit power, if used on handheld or borg lights it turns them off for a minute. **Why do we need this module when we already have the stealth implant and the chameleon projector?** I can think of a few reasons. 1) MODsuits were designed to be customizible, traitor suits range between 6 to 16 TC, having to invest in a 7-8 TC item after you already bought a suit is fairly expensive. 2) This MODule would be a better fit for ambushes, as it doesn't have the *uncloaking* delay of its counterparts. It is however considerably worse if you get caught, as the cloak is disrupted on bump or damage. 3) It has better interactions with the sandbox. Lights can go out for many reasons, maybe it’s just a power outage, or some assistant broke it, or maybe it was anightmare. It leaves room for plausible deniability, adding to the paranoia. It's also not complete invisibility, if you want to stay undetected you need to lurk in the darkness, you might expand your domain, at the cost of the crew eventually wising up to your shaeneningans. Lastly, since the active component of the module uses the same proc of the saboteur handgun, I've updated the code to be a generic proc rather than a signal, to make it easier to reuse in the future. Item desc provided by NecromancerAnne. Module sprite made by Orcacora. ## Changelog 🆑 add: The Wraith Cloaking Module is now available in the uplink, costs 3 TC. code: the saboteur handgun now uses a generic proc rather than a signal /🆑 --------- Co-authored-by: Xander3359 <66163761+Xander3359@users.noreply.github.com> Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com> |
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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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fec946e9c0 |
/Icon/ Folder cleansing crusade part, I think 4; post-wallening clean-up. (#85823)
Hello everybuddy, your number three rated coder-failure here to clean up some mess. This PR accomplishes some of the more major structural clean up changes I wanted to do with /obj/ folder, but decided to wait on until wallening gets merged, and so, time has come. Several things to still be done, although I know these cleaning PR's are quite a load, so will wait for this one to get done with first. ## Why It's Good For The Game Saner spriters, better sprites, less annoyance. Also deleted a whole load of redundancy this time around, a lot of sprites which existed simultaniously in two places now got exit their quantum superposition. |
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b59ae8fb9d |
Fixes pAIs permanently blocking requests (#82900)
## About The Pull Request Removes pAI subsystem/card's reliance on clients and makes them unstoppable, which didn't really make much sense for it to be this way in the first place since it's something that has to always happen and is something that isn't client-controlled. Also removed case of ``usr`` use in ui act. ## Why It's Good For The Game Closes https://github.com/tgstation/tgstation/issues/70401 ## Changelog 🆑 fix: pAI requests should no longer randomly permanently break in a round. /🆑 |
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9f4a8dfc50 |
Buffs the SC/FISHER Saboteur Handgun. (#81553)
## About The Pull Request The saboteur gun will now silence pAIs, toggle off radio broadcasting (won't auto-relay nearby speech), disable turrets, chill out secbots a little, and turn off APCs like power outages do. The disrupt duration has also been buffed from 10/20 to 15/25 for ranged and point-blank respectively. Removed a conspicious chat message from an otherwise inconspicious gun. Brought the code up to date. ## Why It's Good For The Game The concept is cool, alas it's also undermined by how much of a joke it's right now, and the game has plenty already. The amount of interactions it has with things is underwhelming, so you could barely consider it a stealth tool. The duration is also quite scarce, I pointed that out in the original PR too. Basically, I want to make the item cooler. ## Changelog 🆑 balance: Buffed the duration of the SC/FISHER Saboteur Handgun's disruption effects. It's also stealthier and it won't conspiciously alert living mobs hit by it. add: Added saboteur interactions with radios, pAIs, turrets, secbots and APCs. /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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aace5f46f4 |
You can do more things while floored (#81641)
## About The Pull Request While on the floor, you can: - Use the UIs of Atmos machinery (except thermomachine and bluespace gas vendor), Holopads, Crayons (spray cans too), radios, and Disposal bins - Close extinguisher cabinets with Right-Click - Click and drag yourself onto a photocopier to climb onto it. I also changed all instances of ``ui_status`` to have all the args it's being passed, I was messing with it a bit but it's gonna be for a later PR. ## Why It's Good For The Game It's an extra layer of harmless realism, also nice QoL for people who do not have functional legs and do not have a wheelchair. ## Changelog 🆑 qol: You can use atmos machines, holopads, crayons, spray cans, and disposal bins while floored. fix: You can close extinguisher cabinets while floored. fix: You can climb onto a photocopier from the floor. /🆑 |
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bbe440b3d6 |
More standardization for ghost notifications (READY) (#79596)
## About The Pull Request I'm still not satisfied with how ghost notifications work. This gives every notification with a source (99% of all notifications, in other words) a link to jump/orbit. Currently, notifications with "play" interactions would only get the interact link, so jumping to the source was pretty annoying. It removes posting the entire message in the alert tooltip, as some got pretty lengthy and it didn't seem to fit. To replace this, they will always use headers After:    NOTIFY_JUMP and NOTIFY_ORBIT have been merged, since the only difference seems to be whether it's a turf. The result shaves off some redundant lines of code, since most-every usage of notify_ghosts uses NOTIFY_ORBIT. ## Why It's Good For The Game More standardization for the ghost notification system. Adds a few alert headers that never had them. All in all, makes it easier for creators to throw alerts at ghosts ## Changelog 🆑 qol: Nearly every ghost alert should now feature a "VIEW" button, even those with click interaction. del: Ghost alerts no longer show the entire message in the tooltip, instead have been replaced with titles. /🆑 |
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b52ce868bc |
Cuts down on unnecessary non-TGUI stuff (#79590)
## About The Pull Request Removes INTERACT_MACHINE_SET_MACHINE on machines that don't use a non-TGUI UI. Removes set_machine from TGUI things that forgot to remove them previously. Decouples advanced camera consoles from UI procs since it doesn't actually use one. ## Why It's Good For The Game TGUI machines don't need to be using these procs and vars, and this makes it more clear what does and doesn't use a TGUI menu from a glance. I explain it a bit better [here](https://hackmd.io/XLt5MoRvRxuhFbwtk4VAUA) if you're interested. ## Changelog No player-facing changes. |
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3c7005a37c |
Converts some notify_ghosts args to bitflags, multilines all notify_ghosts calls (#79320)
## About The Pull Request This helps clean up my favorite helper proc in the whole codebase, `notify_ghosts()`. The notify_suiciders, ignore_mapload, and flashwindow args are GONE. They have been replaced with the notify_flags bitflag argument. This was intended to make deadchat announcements a bitflag argument too, but those got reverted right before I originally wanted to submit this PR. The on-screen popup now shows the notification body when you hover it with your mouse again. The format is now `[notify_ghosts message] -- [click action (orbit/jump/play)]` Every single `notify_ghosts()` call has been changed to multiline format and has been given trailing commas. Pretty! ## Why It's Good For The Game Cleans up a proc that is very popular and going through a lot of changes at the time. Allows for further flexibility when this proc inevitably gets tweaked or improved. 12 -> 10 args is an improvement, and it doesn't impact the helper's flexibility at all. ## Changelog 🆑 Rhials code: The notify_ghosts proc has been cleaned up. Please report any abnormal changes in deadchat notification behavior. qol: The on-screen deadchat popups now contain the notification blurb when hovered with your mouse again. /🆑 |
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1be27a4ffe |
Dunking handle_atom_del() in the trash bin. (#77339)
Whatever you do, if it warrants the use of something like `handle_atom_del`, chances are `Exited` can do it better, as most of these cases involve movables that shouldn't be moved out of their loc (`Destroy` forcefully moves movables to nullspace) without calling specific procs, and for the remaining few, `handle_atom_del` doesn't even cover the eventuality of a movable being deleted outside the source atom, so it's quite garbage. Beside, I feel confident in saying `handle_atom_del()` is older than the DCS, an echo on the workarounds done at the time. |
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234ba2d0de |
Allows for some locs to have spells cast while inside, such as PAI cards (for PAIs), AI cards (for AIs), and mechas (#77418)
## About The Pull Request Spiritual successor to #76716 - Some spells can now be cast while the mob is within the contents of certain atoms. - PAIs can now cast if within a PAI card - AIs can now cast if within an AI card - People within vehicles (mechas and cars) can now cast their spells - Repulse and Knock now have unique interactions for being cast within a locker ## Why It's Good For The Game Carlac's PR gave me an idea for how to tackle this in a relatively clean way so I went ahead and adapted the suggestion to something that works for the cast chain. This isn't perfect, some spells will need to be updated, but they can be done piecemeal. This is something that, IN THEORY, should have already been wholesale supported by the spell refactor - any atom you pass into the cast chain should "just work ™️ ", either rejecting if it fails the valid target check or doing the spell effects as if the atom passed was the caster. ## Changelog 🆑 Melbert add: PAIs can now cast wizard spells should they have any. add: AIs located in intellicards can now cast wizard spells should they have any. add: Some spells, such as AoE or conjure spells, are now castable from within Mechas or Clown Cars. To varying degrees of success. add: Knock will now unlock and open closets you are hiding within. add: Repulse will now throw open closets you are hiding within. /🆑 |
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1d40ed488c |
Add pAI movement freedom when emagged (#77325)
## About The Pull Request New emagged pAIs improvements: - Disables the range restriction - Renamed the `Malicious Software Detected` button to `Reset Software` since it resets the software to default state - Added a new law notification and flavor texts ## Why It's Good For The Game More unique emag effects are good. Plus this adds some polish to the current emag effects so the UI is smoother. ## Changelog 🆑 add: Add pAI movement freedom when emagged. qol: The "Malicious Software Detected" button has been appropriately renamed to "Reset Software" for when pAIs are emagged qol: Add a new law notification popup and flavor texts when pAI is emagged /🆑 |
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8e9c533370 |
Add leash component to pAIs that keeps them within range instead of directly teleporting them back, increases default range to max range (#77030)
## About The Pull Request Tries to keep pAIs in range of their owner by moving them closer when the owner moves, rather than jarringly teleporting every time the owner gets out of range. Does this by calculating the closest path a nearby tile and forcefully moving you there. Still a bit janky at times but is better than teleporting directly onto the owner 100% of the time I feel. Also prevents you from moving out of range, rather than forcefully teleporting you back. Increases the default pAI range to the maximum (9 tiles) ## Why It's Good For The Game New leashing makes being a leashed pAI significantly less jarring and obvious. Ideally we would also have a visible max range too. Default pAI range was pretty small in my testing and I think it's not unreasonable to think a lot of people won't bother changing it. That they are leashed at all is the important part. ## Changelog 🆑 qol: pAIs now try to stay within range of their owner, and teleport back only when necessary qol: Default max pAI range has been changed to the maximum range you can choose (9 tiles) /🆑 --------- Co-authored-by: Jacquerel <hnevard@gmail.com> |
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0d769e0ffa |
Removes two redundant components (#76866)
## About The Pull Request
We're starting to get to have enough components that people don't
realise that what they want already exists but doesn't have the name
they expect 🙃
I recently added `track_hierarchical_movement` which is similar enough
to `connect_containers` that it shouldn't independently exist, even if I
like sending a new signal more than the ugly setup pattern for
`connect_loc`.
`trait_loc` is actually older than `give_turf_traits` but
`give_turf_traits` covers more edge cases than `turf_loc` so seems like
the better one to maintain.
HOWEVER `give_turf_traits` held a list of references to atoms in it,
which isn't great in an element. I couldn't think of a way to completely
eliminate the list, but it isn't a list of references any more so it
shouldn't cause any hard deletions.
## Why It's Good For The Game
Having two components which do the same thing but marginally differently
is confusing and going to cause us trouble down the line.
## Changelog
Not player facing
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dfd4801122 |
Adds p_They (and friends) for capitalized pronoun helpers (#76910)
## About The Pull Request  Basically replaces p_they(TRUE) with p_They ## Why It's Good For The Game Fewer ambiguous parameters (what does TRUE mean when passed to p_they?) More comprehensive helper functions. ## Changelog 🆑 Tattle spellcheck: Fixed the grammar on a few revenant messages /🆑 --------- Co-authored-by: tattle <article.disaster@gmail.com> |
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ccf547c142 |
Adds an extra malf AI ability: Remote emagging. Also tidies up emag code and coverts a lot of things to balloon alerts (#76669)
## About The Pull Request New malf AI upgrade Remote safety overrides: Mid-cost, Mid-supply. Allows the AI to remotely emag things it can see and can access. 1. Very useful for psychological warfare (Emagging APCs to throw the crew off their trail) 2. Logically makes sense - why, of all things, can the AI not emag anything when it's fundumentally integrated with the station's electronics? 3. Generally speaking can only access things that make sense for it to access - it cannot emag ethereals, sadly In order for this to work, emag_act now returns a boolean, designating if the emag had any effect. While I was in there, I also added args to every single emag_act I could find and added far more feedback/converted a lot of things to balloon alerts to allow the AI to see if its emag had any effect. ## Why It's Good For The Game It just makes sense that the AI, the most electronically-sensitive entity in the game, would be able to emag things. Plus, more options given to malf that aren't strictly MURDER KILL MURDER are always a plus, especially if they allow for fancier plays. ## Changelog 🆑 add: New malf ability: Remote safety overrides. Allows the AI to remotely emag things it has access to. code: emag_act() now returns a boolean designating it's success in emagging code: All instances of emag_act() now have the proper arguments qol: Most usecases of emagging now have some kind of feedback, and existing feedback has been sanity checked and converted to balloon alerts. /🆑 |
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52c8da7ea4 |
PAI Holochassis are now leashed to an area around their card (#76763)
## About The Pull Request This change restricts PAI holograms to an area around their assigned PAI card. If you leave this area, you are teleported back to the card's location (but not automatically put back into the card). https://www.youtube.com/watch?v=L2ThEVa4nx8 This setting can be configured from the PAI menu, it's set pretty short in the video because otherwise it wouldn't teleport when I threw the card and I like doing that.  To accomodate this I set up a component to deal with a reasonably common problem I have had, "what if I want to track the movement of something in a box in a bag in someone's inventory". Please tell me if the solution I came up with is stupid and we already have a better one that I forgot about. Also now you can put pAIs inside bots again, by popular request. ## Why It's Good For The Game Personal AIs are intended to be personal assistants to their owner. rather than fully independent entities which can pick up their own card and leave as soon as they spawn. As "aimless wanderer" players can now possess station bots, pAIs can be limited to an area around the bearer of their card. Because the holoform now doesn't contain the card, this also means that a PAI cannot run off and then be impossible to retrieve. You are always in control of where it can go. Also it's funny to throw the card and watch the chicken get teleported to it. ## Changelog 🆑 add: Personal AI holograms are now limited to an area around their PAI card. The size of this are can be configured via the PAI card. add: pAI cards can now be placed inside bots in order to grant them control of the bot. /🆑 |
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99d6a1149f |
Fixes Minor Grammar Issue in PAI Card Suicide (#75922)
## About The Pull Request Before: <img src="https://i.ibb.co/MSXky10/PAISuicide-Before.png" alt="PAISuicide-Before" border="0"> After: <img src="https://i.ibb.co/HhN4kp7/PAISuicide-After.png" alt="PAISuicide-After" border="0"> Exclamation mark means new sentence which needs a capital letter. This changes the pronoun helper in the 2nd sentence to be capitalised. ## Why It's Good For The Game Minor grammar issues getting fixed is good. ## Changelog Too small a change for a CL entry |
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4d6a8bc537 |
515 Compatibility (#71161)
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>
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3d62d797e8 | Fixes runtime when empty PAI gets emp'd (#70660) | ||
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23bfdec8f4 |
Multiz Rework: Human Suffering Edition (Contains PLANE CUBE) (#69115)
About The Pull Request I've reworked multiz. This was done because our current implementation of multiz flattens planes down into just the openspace plane. This breaks any effects we attach to plane masters (including lighting), but it also totally kills the SIDE_MAP map format, which we NEED for wallening (A major 3/4ths resprite of all wall and wall adjacent things, making them more then one tile high. Without sidemap we would be unable to display things both in from of and behind objects on map. Stupid.) This required MASSIVE changes. Both to all uses of the plane var for reasons I'll discuss later, and to a ton of different systems that interact with rendering. I'll do my best to keep this compact, but there's only so much I can do. Sorry brother. Core idea OK: first thing. vis_contents as it works now squishes the planes of everything inside it down into the plane of the vis_loc. This is bad. But how to do better? It's trivially easy to make copies of our existing plane masters but offset, and relay them to the bottom of the plane above. Not a problem. The issue is how to get the actual atoms on the map to "land" on them properly. We could use FLOAT_PLANE to offset planes based off how they're being seen, in theory this would allow us to create lens for how objects are viewed. But that's not a stable thing to do, because properly "landing" a plane on a desired plane master would require taking into account every bit of how it's being seen, would inherently break this effect. Ok so we need to manually edit planes based off "z layer" (IE: what layer of a z stack are you on). That's the key conceit of this pr. Implementing the plane cube, and ensuring planes are always offset properly. Everything else is just gravy. About the Plane Cube Each plane master (except ones that opt out) is copied down by some constant value equal to the max absolute change between the first and the last plane. We do this based off the max z stack size detected by SSmapping. This is also where updates come from, and where all our updating logic will live. As mentioned, plane masters can choose to opt out of being mirrored down. In this case, anything that interacts with them assuming that they'll be offset will instead just get back the valid plane value. This works for render targets too, since I had to work them into the system as well. Plane masters can also be temporarily hidden from the client's screen. This is done as an attempt at optimization, and applies to anything used in niche cases, or planes only used if there's a z layer below you. About Plane Master Groups BYOND supports having different "maps" on screen at once (IE: groups of items/turfs/etc) Plane masters cannot cover 2 maps at once, since their location is determined by their screen_loc. So we need to maintain a mirror of each plane for every map we have open. This was quite messy, so I've refactored it (and maps too) to be a bit more modular. Rather then storing a list of plane masters, we store a list of plane master group datums. Each datum is in charge of the plane masters for its particular map, both creating them, and managing them. Like I mentioned, I also refactored map views. Adding a new mapview is now as simple as newing a /atom/movable/screen/map_view, calling generate_view with the appropriate map id, setting things you want to display in its vis_contents, and then calling display_to on it, passing in the mob to show ourselves to. Much better then the hardcoded pattern we used to use. So much duplicated code man. Oh and plane master controllers, that system we have that allows for applying filters to sets of plane masters? I've made it use lookups on plane master groups now, rather then hanging references to all impacted planes. This makes logic easier, and prevents the need to manage references and update the controllers. image In addition, I've added a debug ui for plane masters. It allows you to view all of your own plane masters and short descriptions of what they do, alongside tools for editing them and their relays. It ALSO supports editing someone elses plane masters, AND it supports (in a very fragile and incomplete manner) viewing literally through someone else's eyes, including their plane masters. This is very useful, because it means you can debug "hey my X is yorked" issues yourself, on live. In order to accomplish this I have needed to add setters for an ungodly amount of visual impacting vars. Sight flags, eye, see_invis, see_in_dark, etc. It also comes with an info dump about the ui, and plane masters/relays in general. Sort of on that note. I've documented everything I know that's niche/useful about our visual effects and rendering system. My hope is this will serve to bring people up to speed on what can be done more quickly, alongside making my sin here less horrible. See https://github.com/LemonInTheDark/tgstation/blob/multiz-hell/.github/guides/VISUALS.md. "Landing" planes Ok so I've explained the backend, but how do we actually land planes properly? Most of the time this is really simple. When a plane var is set, we need to provide some spokesperson for the appearance's z level. We can use this to derive their z layer, and thus what offset to use. This is just a lot of gruntwork, but it's occasionally more complex. Sometimes we need to cache a list of z layer -> effect, and then use that. Also a LOT of updating on z move. So much z move shit. Oh. and in order to make byond darkness work properly, I needed to add SEE_BLACKNESS to all sight flags. This draws darkness to plane 0, which means I'm able to relay it around and draw it on different z layers as is possible. fun darkness ripple effects incoming someday I also need to update mob overlays on move. I do this by realiizing their appearances, mutating their plane, and then readding the overlay in the correct order. The cost of this is currently 3N. I'm convinced this could be improved, but I've not got to it yet. It can also occasionally cause overlays to corrupt. This is fixed by laying a protective ward of overlays.Copy in the sand, but that spell makes the compiler confused, so I'll have to bully lummy about fixing it at some point. Behavior changes We've had to give up on the already broken gateway "see through" effect. Won't work without managing gateway plane masters or something stupid. Not worth it. So instead we display the other side as a ui element. It's worse, but not that bad. Because vis_contents no longer flattens planes (most of the time), some uses of it now have interesting behavior. The main thing that comes to mind is alert popups that display mobs. They can impact the lighting plane. I don't really care, but it should be fixable, I think, given elbow grease. Ah and I've cleaned up layers and plane defines to make them a bit easier to read/reason about, at least I think. Why It's Good For The Game <visual candy> Fixes #65800 Fixes #68461 Changelog cl refactor: Refactored... well a lot really. Map views, anything to do with planes, multiz, a shit ton of rendering stuff. Basically if you see anything off visually report it admin: VV a mob, and hit View/Edit Planes in the dropdown to steal their view, and modify it as you like. You can do the same to yourself using the Edit/Debug Planes verb /cl |
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fd9f50c552 |
[IDB IGNORE] Renames the inhand/misc folder to inhand/items (#69573)
Also adds balloons to inhand/items |
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86e801987e |
Reworks pAIs (#68241)
A pretty heavy refactor for pAIs that just spilled into a rework. Attempts to fully document and organize backend code. Fixes a large number of bugs left untouched for a decade. Breaks down the frontend into subcomponents. Rebalances their software modules. (should) fix pAI faces get removed if you activate them during alert #68242 |