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ok-behavior-trees
12
Commits
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4a5291125a |
Fix the dozen or so lingering spritesheet errors caused by GAGS map icons (#91469)
## About The Pull Request It turns out this additional code is not only not needed but actually breaks the spritesheet because the whole point is icon and icon_state are set to the generated icon that you use in stuff like spritesheets. Testing this change made all the errors go away and the proper icons appear in the crafting menu ## Why It's Good For The Game Bug fix ## Changelog 🆑 fix: fixed broken GAGS icons in the crafting menu /🆑 |
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9ef0768b1c |
Removes a couple of duplicate gag map_icons + fixes the gags_recolorable component + most lootpanel gags previews (#91341)
## About The Pull Request Turns out there were a couple of black mask subtypes that I missed as well as a prisoner uniform subtype. Also fixes some bugs that are not related to the map icon pr to further improve the situation with GAGS previews. ## Why It's Good For The Game Smaller .dmis, working previews ## Changelog 🆑 fix: spraycan can now be used to recolor the gi, glow shoes, striped dress, H.E.C.K. suit fix: most GAGS items should now be showing up in the lootpanel again /🆑 |
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655b66bdd0 |
Adds automatic GAGS icon generation for mapping and the loadout menu (#90940)
Revival of https://github.com/tgstation/tgstation/pull/86482, which is even more doable now that we have rustg iconforge generation. What this PR does: - Sets up every single GAGS icon in the game to have their own preview icon autogenerated during compile. This is configurable to not run during live. The icons are created in `icons/map_icons/..` - This also has the side effect of providing accurate GAGS icons for things like the loadout menu. No more having to create your own previews.  <details><summary>Mappers rejoice!</summary>   </details> <details><summary>Uses iconforge so it does not take up much time during init</summary>  </details> --- this still applies: Note for Spriters: After you've assigned the correct values to vars, you must run the game through init on your local machine and commit the changes to the map icon dmi files. Unit tests should catch all cases of forgetting to assign the correct vars, or not running through init. Note for Server Operators: In order to not generate these icons on live I've added a new config entry which should be disabled on live called GENERATE_ASSETS_IN_INIT in the config.txt No more error icons in SDMM and loadout. 🆑 refactor: preview icons for greyscale items are now automatically generated, meaning you can see GAGS as they actually appear ingame while mapping or viewing the loadout menu. /🆑 --------- Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> |
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9ebcabb077 |
IconForge: rust-g Spritesheet Generation (#89478)
Replaces the asset subsystem's spritesheet generator with a rust-based implementation (https://github.com/tgstation/rust-g/pull/160). This is a rough port of https://github.com/BeeStation/BeeStation-Hornet/pull/10404, but it includes fixes for some cases I didn't catch that apply on TG. (FWIW we've been using this system on prod for over a year and encountered no major issues.)  `/datum/asset/spritesheet_batched`: A version of the spritesheet system that collects a list of `/datum/universal_icon`s and sends them off to rustg asynchronously, and the generation also runs on another thread, so the game doesn't block during realize_spritesheet. The rust generation is about 10x faster when it comes to actual icon generation, but the biggest perk of the batched spritesheets is the caching system. This PR notably does not convert a few things to the new spritesheet generator. - Species and antagonist icons in the preferences view because they use getFlatIcon ~~which can't be converted to universal icons~~. - Yes, this is still a *massive* cost to init, unfortunately. On Bee, I actually enabled the 'legacy' cache on prod and development, which you can see in my PR. That's why I added the 'clear cache' verb and the `unregister()` procs, because it can force a regeneration at runtime. I decided not to port this, since I think it would be detrimental to the large amount of contributors here. - It is *technically* possible to port parts of this to the uni_icon system by making a uni_icon version of getFlatIcon. However, some overlays use runtime-generated icons which are ~~completely unparseable to IconForge, since they're stored in the RSC and don't exist as files anywhere~~. This is most noticeable with things like hair (which blend additively with the hair mask on the server, thus making them invisible to `get_flat_uni_icon`). It also doesn't help that species and antag icons will still need to generate a bunch of dummies and delete them to even verify cache validity. - It is actually possible to write the RSC icons to the filesystem (using fcopy) and reference them in IconForge. However, I'm going to wait on doing this until I port my GAGS implementation because it requires GAGS to exist on the filesystem as well. IconForge generates a cache based on the set of icons used, all transform operations applied, and the source DMIs of each icon used within the spritesheet. It can compare the hashes and invalidate the cache automatically if any of these change. This means we can enable caching on development, and have absolutely no downsides, because if anything changes, the cache invalidates itself. The caching has a mean cost of ~5ms and saves a lot of time compared to generating the spritesheet, even with rust's faster generation. The main downside is that the cache still requires building the list of icons and their transforms, then json encoding it to send to rustg. Here's an abbreviated example of a cache JSON. All of these need to match for the cache to be valid. `input_hash` contains the transform definitions for all the sprites in the spritesheet, so if the input to iconforge changes, that hash catches it. The `sizes` and `sprites` are loaded into DM. ```json { "input_hash": "99f1bc67d590e000", "dmi_hashes": { "icons/ui/achievements/achievements.dmi": "771200c75da11c62" }, "sizes": [ "76x76" ], "sprites": { "achievement-rustascend": { "size_id": "76x76", "position": 1 } }, "rustg_version": "3.6.0", "dm_version": 1 } ``` Universal icons are just a collection of DMI, Icon State, and any icon transformation procs you apply (blends, crops, scales). They can be convered to DM icons via `to_icon()`. I've included an implementation of GAGS that produces universal icons, allowing GAGS items to be converted into them. IconForge can read universal icons and add them to spritesheets. It's basically just a wrapper that reimplements BYOND icon procs. Converts some uses of md5asfile within legacy spritesheets to use rustg_hash_file instead, improving the performance of their generation. Fixes lizard body markings not showing in previews, and re-adds eyes to the ethereal color preview. This is a side effect of IconForge having *much* better error handling than DM icon procs. Invalid stuff that gets passed around will error instead of silently doing nothing. Changes the CSS used in legacy spritesheet generation to split `background: url(...) no-repeat` into separate props. This is necessary for WebView2, as IE treats these properties differently - adding `background-color` to an icon object (as seen in the R&D console) won't work if you don't split these out. Deletes unused spritesheets and their associated icons (condiments spritesheet, old PDA spritesheet) If you press "Character Setup", the 10-13sec of lag is now approximately 0.5-2 seconds. Tracy profile showing the time spent on get_asset_datum. I pressed the preferences button during init on both branches. Do note that this was ran with a smart cache HIT, so no generation occurred.  Much lower worst-case for /datum/asset/New (which includes `create_spritesheets()` and `register()`)  Here's a look at the internal costs from rustg - as you can see `generate_spritesheet()` is very fast:  **Before**  **After**  🆑 fix: Fixed lizard body markings and ethereal feature previews in the preference menu missing some overlays. refactor: Optimized spritesheet asset generation greatly using rustg IconForge, greatly reducing post-initialization lag as well as reducing init times and saving server computation. config: Added 'smart' asset caching, for batched rustg IconForge spritesheets. It is persistent and suitable for use on local, with automatic invalidation. add: Added admin verbs - Debug -> Clear Smart/Legacy Asset Cache for spritesheets. fix: Fixed R&D console icons breaking on WebView2/516 /🆑 |
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344d3b6266 |
Optimizes /proc/icon_exists() (#89357)
## About The Pull Request This PR reimplements https://github.com/tgstation/tgstation/pull/71538 atop `master`. Quoting the original PR: > Every `icon_exists()` call will cache the entire file. Past me didn't realise _why_ file opts were so expensive, but I do now. This is immeasurably slower on a single call, and _significantly_ faster on subsequent calls to the same file. I attempted to handle some of the review comments that were posted there, by splitting screaming functionality into its own proc. * `if(icon_state in icon_states(file))` and `if(!(icon_state in icon_states(file)))` were refactored to use `icon_exists(file, icon_state)`. * Where screaming was seemingly wanted (and where there wasn't a more descriptive error inside the `if` block), I refactored them to use `icon_exists_or_scream(file, icon_state)` * The exception to the above was under `/datum/unit_test/turf_icons/Run()` and `/datum/unit_test/worn_icons/Run()`, where `icon_states()` was being passed a mode flag. Given that this is only used in unit tests (where performance isn't a priority), I opted to leave these be. Additionally, I revised the documentation comment for `/proc/icon_exists()`, as I felt it was a bit vague currently. ## Why It's Good For The Game https://youtu.be/Z9G1Mf6TZRs ## Changelog No player-facing changes (hopefully). --------- Co-authored-by: SyncIt21 <110812394+SyncIt21@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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71a1fee2f1 |
Explodes device.dmi (#80025)
## About The Pull Request I woke up today and thought 'what would be easy thing to do today so I can say I've done something?'. Then I remembered I saw several gangtool usages the time I split radio up, and I could remedy those. 7 hours later, device.dmi is split in a folder of its own, and I've also given unique sprites to door remotes and landing desginators. ## Why It's Good For The Game The device.dmi was kind of a mess. ## Changelog 🆑 /🆑 |
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fb10121022 |
Icons folder cleaning wave two (#76788)
## About The Pull Request Further continous organizing and cleaning the Icons folder. There are still some minior nitpicks left to do, but I reached my daily sanity expenses limit again, and the faster these get in the less issues for both me and others later. Also cleans some mess I caused by my blindness last PR. ## Why It's Good For The Game Saner spriters = better sprites |
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14411daa11 |
Fix broken icons in the crafting menu (#75649)
## About The Pull Request **1. Rolling Pin Icon Fix** The rolling pin icon shows up correctly under the tools section  The problem was with the text `#define TOOL_ROLLINGPIN "rolling pin"` `"rolling pin"` has a space in it's name, so when it's sent to the UI and used as a css class identifier it get's treated as 2 separate classes class1 = rolling class2 = pin Causing undefined results. So i made sure to remove this space when inserting this name as a sprite sheet and also remove the space manually in the Client-Side UI Fixes #75525 **2. Basketball Hoop Icon Fix** The basket ball hoop has the correct icon in the crafting menu  This is not an `32 x 32` icon but an `32 x 64 ` icon so we assumed the icon size wrong hence it got rendered incorrectly. Now in the back end we query the size of the icon using the datum sprite sheet before sending it to the UI, so this should also fix a lot of other broken icon's that are not the standard `32 x 32` that went un noticed ## Changelog 🆑 fix: rolling pin icon show's up correctly under the tools section in the crafting menu i.e. for those recipes that require it fix: basketball hoop icon and other sprites that are not the standard `32 x 32` now show's up correctly in the crafting menu /🆑 |
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6085e3b5ee |
Reagent soup / Soup rework / Stoves - A kitchen expansion (#74205)
## About The Pull Request  **This PR:** - Reworks most* existing soup into reagents. - Adds Stoves and Ranges. Ranges replace most* existing ovens. - Adds soup pots, to cook soup **How does it work?** In the kitchen you will find a stove now. Stoves act as a "reagent container heater", essentially a chem heater. You can set a pot onto the stove. To make soup, visit the cooking recipe book for a guide. Most recipes are the same as before, just tweaked slightly - Add water to the pot (50 units for 1 batch generally), then add all the corresponding ingredients to the pot. Set the pot out on the stove and right click it to turn it on. If the recipe's correct, shortly it will start to mix and give you soup! One soup recipe will give you roughly 3 servings of soup. You can pour our the soup into a bowl using a ladle or just by pouring it manually. Of note: **All of the reagent contents of the ingredient are transferred into the soup.** Better, more nutrient rich ingredients produces more soup, and poisoned produce will pass it on. If you place the soup into a chem master, you will notice it's roughly half "soup reagent" and half a variety of reagents, including nutriments / proteins. This is your soup! It is recommended you serve your soup with the reagents included, as they make up more nutrition for the customer, however you can separate it out if you're picky. **Todo:** - [x] Fill out the PR body a bit more - [x] Mapping (wait for big merge conflict pr to go past) - [x] Soup colors - [x] Balance pass over for soup recipes - [x] TODOs - [ ] Unit tests - [x] Cullen Skink's recipe is invalid - [x] Try to see if there's an easy way to prevent soup from fattening you up too easy. ## Why it's good for the game Adds some more depth to the kitchen and moves chef away from the click-button-get-food style that exists. Allows for inherently custom soups by the way of making it reagents, so no need to support custom soup food items. ## Changelog 🆑 Melbert, stove and pot sprites by Kryson, ladle sprite by Kinneb add: Kitchens are now stocked with Ranges. add: You can now print (and create) Stoves. add: The dinnerware vendor now dispenses ladles. add: Spoons can now actually spoon... things. add: Soup has been reworked entirely. Soups are now reagents, cooked via a soup pot on a Stove or Range. Simply add water and your required items, then apply heat. Be careful not to boil over! add: Stoves, Ranges, and Griddles will now heat up their surroundings - don't turn them on around plasma! fix: Fixes being able to cook in an Oven while the room is depowered qol: Hitting a customer bot with an incorrect recipe no longer counts as a hostile attack leading to your demise shortly after refactor: Customer bots that request a reagent now use custom orders code: Cut down a lot of code in the crafting menu code, and removes some ugly ispaths del: Soup is no longer food items, so can't appear in random food pools (at least not yet). balance: Virus Food recipe now requires you cool it to 200k. /🆑 |
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0818d6ae4c |
Crafting/Cooking menu update (#71779)
## About The Pull Request Updated crafting menu, adding a lot of new functions and recipes that were not in the crafting menu before. <img alt="cult" src="https://user-images.githubusercontent.com/3625094/206009533-aec3a1dd-cbe5-45eb-8515-1b75fabb65c5.PNG"> <img alt="nH77dLyyGx" src="https://user-images.githubusercontent.com/3625094/206009786-b6706f70-0599-40bf-b051-8f499de43abd.png">  https://user-images.githubusercontent.com/3625094/206009841-738e4a03-0660-45b7-8d83-15eeb6501967.mp4 ## Why It's Good For The Game It is easier to use, and it has a lot of recipes that were spread throughout the game, some of which weren't even on the wiki. Crafting and cooking now count about 1200 recipes in total, including conditionally available ones. ## Changelog 🆑 qol: Rewrote the crafting/cooking menu UI qol: Split crafting and cooking menus in two different menus qol: Crafting is no longer blocking the entire UI, only the "Make" buttons are disabled qol: Added stack crafting recipes to the crafting menu qol: Added cooking recipes that were absent in the crafting menu before (tool recipes, machine recipes, reactions) qol: Added option to search recipes by title qol: Added option to filter recipes by required materials/ingredients qol: Added food types to the cooking menu, highlighting diet of your species (liked, disliked foods) qol: Added total nutrition value of the result to the cooking menu qol: Added option to filter cooking recipes by the food type of the resulting food qol: Added "Can make" category that lists all currently craftable recipes throughout all categories refactor: changed categories and reshuffled some items in them code: Reagents now have default container to get an icon from the reagent datum code: Objects now have `desc_controls` var for OOC information about mouse controls that are visible on examine, but not in the description fix: Fixed alignment on many food icons fix: Fixed missing icon for beef stroganoff /🆑 Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com> |